Destroyers [18 PL, 390pts] . 5x Destroyer: 5x Gauss Cannon
. Heavy Destroyer: Heavy Gauss Cannon
Destroyers [18 PL, 390pts] . 5x Destroyer: 5x Gauss Cannon
. Heavy Destroyer: Heavy Gauss Cannon
+ Heavy Support +
Doomsday Ark [10 PL, 203pts]
Don't suppose you have another HD, do you? Three units of 4 might be better than two units of 6 (so you can fit a third HD in).
And maybe break that Scarab unit into two units of 4. That way you can go after more objectives. They don't have RP so no need to keep their numbers high.
On the topic of heavy destroyers, I've found they are much better in units of normal destroyers. If you are really into the idea of MSU destroyers, maybe add a single heavy destroyer to each of the 3 man destroyer squads, and then replace the last heavy destroyer with a kitted out spyder. For the loss of one Heavy destroyer, both of your destroyer units get tougher (4 man as opposed to 3 man) and hit harder, and you get someone who can earn their points back by just replacing scarabs or maybe getting a clutch DTW.
I'm trying to figure out why you would take a spyder to move with Destroyers?
Also, this is probably an obvious stupid question, can you take 2 Heavy Destroyers in a unit with other Destroyers?
Example: 4 Destroyers and 2 H. Destroyers in the same 6 model unit?
I'm trying to figure out why you would take a spyder to move with Destroyers?
Also, this is probably an obvious stupid question, can you take 2 Heavy Destroyers in a unit with other Destroyers?
Example: 4 Destroyers and 2 H. Destroyers in the same 6 model unit?
The spyder is not running with the destroyers, he is moving/advancing with the five units of scarabs replacing up to 65 points of scarabs a round. Someone else covered the 1 H-destroyer per unit thing. I'm not sold on 3+1 destroyer config, because it feels like wasting RP but here is how that list would look:
Same general strategy, Prats go up the board with nightbringer, or hang out and prepare to counter charge against assault heavy armies. The tomb sentinel pops out and yells surprise, hitting vehicles or tough infantry units like tyranid warriors, hell blasters, or characters. Scarabs screen nightbringer and the DDA, and the DDA hangs in the back adding firepower. The issue is that the destroyers have to stay within 6" of the D-Lord to benefit from his aura, which makes taking cover complicated.
skoffs wrote: That looks decent... though I'm wary of so many points devoted to Praetorians.
Same. I don't like their damage output. Sure they're fast and durable enough to survive attention, but 1 damage doesn't feel right. Hell even the warscythe's flat 2 damage doesn't feel right.
I've also found that while scarabs are good as screens, they fall very quick to multi-damage weapons. 3-4 is fine for a backfield DDA, but escorting a nightbringer, I'd bring 6-8 personally
I consider this is a win-win situation. it's really good for You either if your adversary spends his (her) firepower to treat W3 13pts model or ignore it and have Ws3 A4 charge later.
It seems that the scarbs are bread and butter for the army nowadays.
Doing a 750 point relic game at the store this weekend, debating my list. I am thinking as few units as possible with 1 unit of destroyers so I can go first and advance to the relic.
Debating:
Orikan vs DLord 6 Destroyers vs 5 Destroyers 1HD vs 3 Destroyers + Doomsday Ark
Balance in Warriors
Ori + warriors + 6 destroyers is what I started with, smash and grab and then turtle up. Worried it is very 1 dimensional and might get countered. Doomsday ark has won me almost every 8th edition game as the MVP, but is it worth trading off for destroyers if I am relic hunting? Also I am cursed on my heavy, I roll more 2s on him than anything even since 7th. I almost never bring him anymore but I keep thinking "Today is the day Cyquotus... today is the day you kill something." Also I just named him Cyquotus. Don't ask me how to pronounce that.
Morris782 wrote: 750 point relic game at the store this weekend, debating my list. I am thinking as few units as possible with 1 unit of destroyers so I can go first and advance to the relic.
Orikan vs DLord 6 Destroyers vs 5 Destroyers 1HD vs 3 Destroyers + Doomsday Ark
Balance in Warriors
If you want speed, Destroyers and Praetorians are the fastest infantry we've got.
Unfortunately 750 points doesn't get you much of either...
Spoiler:
+++ nec - 750 test (Warhammer 40,000 8th Edition) [38 PL, 750pts] +++
+ HQ + Destroyer Lord [8 PL, 135pts]: Warscythe
+ Fast Attack + 5x Destroyer +1 Heavy Destroyer [18 PL, 390pts]
+ Heavy Support + 3x Heavy Destroyer [12 PL, 225pts]
Spoiler:
+++ nec - 750 test (Warhammer 40,000 8th Edition) [36 PL, 749pts] +++
+ HQ + Destroyer Lord [8 PL, 135pts]: Warscythe
+ Elites + 10x Triarch Praetorian [16 PL, 350pts]: Rod of Covenant,
+ Fast Attack + 3x Destroyer +1 Heavy Destroyer [12 PL, 264pts]
(these are not meant to be suggestions for what you should take, just illustrating how little we get for our points)
List im toying with for turn 1 alpha strike. Theory is to use grand illusion to move a night scythe to deliver Zhandrekh then obyron over 10 Scythegaurd for turn 1 assault backed up by the tomb sentinel + C'Tan + Warrior blob (Depending on D3). Anni barges are in for anti horde, destroyers for some long range punch back field holding.
Thoughts?
Spoiler:
Zahndrekh
Obyron
20 Warrirors
C’Tan deceiver
10 Lychguard
Tomb Sentinel
Annihilation barge
3 heavy destroyers
2 x nightscythe
stu wrote: use grand illusion to move a night scythe to deliver Zhandrekh then obyron over 10 Scythegaurd for turn 1 assault
Why take the Night Scythe? If Zahndrekh step out of it he can't move again that turn, so at most you're only going to get that 3" disembark.
You might be better off just taking him on foot (so he can at least move up 5" before Obyron Ghostwalks), or better yet, stick him and a Cryptek in a Ghost Ark and move it up with G.I., allowing them to disembark and move before using Obyron to Ghostwalk.
stu wrote: use grand illusion to move a night scythe to deliver Zhandrekh then obyron over 10 Scythegaurd for turn 1 assault
Why take the Night Scythe? If Zahndrekh step out of it he can't move again that turn, so at most you're only going to get that 3" disembark.
You might be better off just taking him on foot (so he can at least move up 5" before Obyron Ghostwalks), or better yet, stick him and a Cryptek in a Ghost Ark and move it up with G.I., allowing them to disembark and move before using Obyron to Ghostwalk.
We really need this faq'd. It is pretty obvious that units coming out of a monolith and nightscythe are dsembarking - they should be able to act fully.
(since it happens at the beginning of the move phase).
Silly gw.
Now to finish building my tomb stalker - I have modified him to be either a stalker or sentinel - but man all those freaken legs!
I consider this is a win-win situation. it's really good for You either if your adversary spends his (her) firepower to treat W3 13pts model or ignore it and have Ws3 A4 charge later.
It seems that the scarbs are bread and butter for the army nowadays.
I agree, but as they're screening units, you need enough of a screen to get your package into their lines safely. 3 bases just isn't enough. I'll be running 6-9 from now on
stu wrote: use grand illusion to move a night scythe to deliver Zhandrekh then obyron over 10 Scythegaurd for turn 1 assault
Why take the Night Scythe? If Zahndrekh step out of it he can't move again that turn, so at most you're only going to get that 3" disembark.
You might be better off just taking him on foot (so he can at least move up 5" before Obyron Ghostwalks), or better yet, stick him and a Cryptek in a Ghost Ark and move it up with G.I., allowing them to disembark and move before using Obyron to Ghostwalk.
We really need this faq'd. It is pretty obvious that units coming out of a monolith and nightscythe are dsembarking - they should be able to act fully.
Well, if you know where to send these frequently asked questions so that they'll be seen by the right people, by all means, post it here so everybody can bombard them with comments about it. If we get enough they'll have to address it.
Now that we have dissected our troops and the possible combos we can play (for now) i think its time we start reviewing the combos and play style of our opponents and group together to figure out how we can tackle these challenges. For instance, the one that I know of is Gulliman and 6 storm ravens. The loadout for the storm ravens is 4 with plasma and 2 with AC. Because of the speed and sheer amount of fire power that the ravens can do , most of our High Str vehicles will probable be focus on them but what do we have to take care of Gulliman and his 3+ invul save?
Now that we have dissected our troops and the possible combos we can play (for now) i think its time we start reviewing the combos and play style of our opponents and group together to figure out how we can tackle these challenges. For instance, the one that I know of is Gulliman and 6 storm ravens. The loadout for the storm ravens is 4 with plasma and 2 with AC. Because of the speed and sheer amount of fire power that the ravens can do , most of our High Str vehicles will probable be focus on them but what do we have to take care of Gulliman and his 3+ invul save?
Nothing we have really "deals" with Guilliman other than maybe C'tan. They can MW him with Antimatter Meteor if he's the closest, and even with 3++ he'll fail some saves once you roll enough multi-damage attacks into him.
imo we deal with this army with the Gauss Pylon. It statistically drops a Stormraven per turn while we can whittle down the others.
Now that we have dissected our troops and the possible combos we can play (for now) i think its time we start reviewing the combos and play style of our opponents and group together to figure out how we can tackle these challenges. For instance, the one that I know of is Gulliman and 6 storm ravens. The loadout for the storm ravens is 4 with plasma and 2 with AC. Because of the speed and sheer amount of fire power that the ravens can do , most of our High Str vehicles will probable be focus on them but what do we have to take care of Gulliman and his 3+ invul save?
Nothing we have really "deals" with Guilliman other than maybe C'tan. They can MW him with Antimatter Meteor if he's the closest, and even with 3++ he'll fail some saves once you roll enough multi-damage attacks into him.
imo we deal with this army with the Gauss Pylon. It statistically drops a Stormraven per turn while we can whittle down the others.
Yeah, i can see MW being the answer but just not seeing how we are going to be able to get close enough to do so unless we do a deciever bomb but that is risking alot. As for the storm raven, this is where i see the need for vehicles like the D-arks and stalkers. While yes, the Gauss pylon would be the perfect response, not every one has one so we need to have more options that most crons will have available at thier disposal.
Morris782 wrote: Doing a 750 point relic game at the store this weekend, debating my list. I am thinking as few units as possible with 1 unit of destroyers so I can go first and advance to the relic.
Debating:
Orikan vs DLord 6 Destroyers vs 5 Destroyers 1HD vs 3 Destroyers + Doomsday Ark
Balance in Warriors
Ori + warriors + 6 destroyers is what I started with, smash and grab and then turtle up. Worried it is very 1 dimensional and might get countered. Doomsday ark has won me almost every 8th edition game as the MVP, but is it worth trading off for destroyers if I am relic hunting? Also I am cursed on my heavy, I roll more 2s on him than anything even since 7th. I almost never bring him anymore but I keep thinking "Today is the day Cyquotus... today is the day you kill something." Also I just named him Cyquotus. Don't ask me how to pronounce that.
Take DDA. Put it in front. On 750 no one kill it in 1 or 2 turn. With fly and 20 atack in 12" it was very good counter for cc army. DC make it only better.
skoffs wrote: That looks decent... though I'm wary of so many points devoted to Praetorians.
Same. I don't like their damage output. Sure they're fast and durable enough to survive attention, but 1 damage doesn't feel right. Hell even the warscythe's flat 2 damage doesn't feel right.
I've also found that while scarabs are good as screens, they fall very quick to multi-damage weapons. 3-4 is fine for a backfield DDA, but escorting a nightbringer, I'd bring 6-8 personally
Anything carrying a warscythe is slow as all get out, and the goal of an outrider lists is to be fast. I need a serious CC threat to accompany nightbringer, and the options were wraiths or prats, and prats are way more killy. Also in the warscythe comparison, RoC can shoot, so there are a lot of situations where the ROC will do as much or more damage, such as against single wound models, and/or on charge turns. The bulk of the army is already multi-wound weapons, so the loss of one damage per swing is not really that bad, and the ability to put out 30 s5 ap-3 shots in a round fills a gap in the list for large units like gaunts, necron warriors, or boyz.
My thoughts were to G.I the scythe 12" away teleport zhandrak 9" from the enemy for a long bomb bonus charge. Ghost walk obyron and lychguard with 6" of zhandrak making the main threat 3" from the target turn 1.
Warrior blob G.I to clear any chaff/bubble wraps and the ctan/sentinel as distractions
So another question I have is for those who have played against the tyranids, What combos are you seeing from them? i havent played against them yet so i am curious to see what others have been up against. Anyone know of any particular combos/units that they are running?
... And rushed to complete a 'Melee' mode to it (top right button)... for tonight's discussion.
Skoffs: the attack count perhaps didn't get right?
Automatically Appended Next Post: I wanted to get something out quickly and skimped on the quality checks, if someone tries it out and finds something that looks iffy, please give a holler
hi all, i hope that you dont mind a side question. can you use wave of command on the same unit more than once from different sources? My will be done specifically says that it can only affect a unit once per turn however wave does not.
Wave of Command - At the beginning of each of your turns, choose a friendly <DYNASTY> Infantry unit within 12" of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn. A unit can not be affected by Wave of Command and My Will Be Done in the same turn.
My Will Be Done - At the beginning of each of your turns, choose a friendly <DYNASTY> Infantry unit within 6" of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn. A unit can only be affected by this ability once in each turn.
usernamesareannoying wrote: hi all,
i hope that you dont mind a side question.
can you use wave of command on the same unit more than once from different sources?
My will be done specifically says that it can only affect a unit once per turn however wave does not.
Wave of Command - At the beginning of each of your turns, choose a friendly <DYNASTY> Infantry unit within 12" of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn. A unit can not be affected by Wave of Command and My Will Be Done in the same turn.
My Will Be Done - At the beginning of each of your turns, choose a friendly <DYNASTY> Infantry unit within 6" of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn. A unit can only be affected by this ability once in each turn.
I think you are correct. Wave of Command from different sources can be used on the same unit more than once for a cumulative effect.
7th edition had a rule against effects being cumulative from the same source. 8th edition does not.
skoffs wrote: That looks decent... though I'm wary of so many points devoted to Praetorians.
Same. I don't like their damage output. Sure they're fast and durable enough to survive attention, but 1 damage doesn't feel right. Hell even the warscythe's flat 2 damage doesn't feel right.
I've also found that while scarabs are good as screens, they fall very quick to multi-damage weapons. 3-4 is fine for a backfield DDA, but escorting a nightbringer, I'd bring 6-8 personally
Anything carrying a warscythe is slow as all get out, and the goal of an outrider lists is to be fast. I need a serious CC threat to accompany nightbringer, and the options were wraiths or prats, and prats are way more killy. Also in the warscythe comparison, RoC can shoot, so there are a lot of situations where the ROC will do as much or more damage, such as against single wound models, and/or on charge turns. The bulk of the army is already multi-wound weapons, so the loss of one damage per swing is not really that bad, and the ability to put out 30 s5 ap-3 shots in a round fills a gap in the list for large units like gaunts, necron warriors, or boyz.
30 shots a turn? from 10 praets? theyre assault 1, not assault 3? or have I derped and missed something.
usernamesareannoying wrote: hi all,
i hope that you dont mind a side question.
can you use wave of command on the same unit more than once from different sources?
My will be done specifically says that it can only affect a unit once per turn however wave does not.
Wave of Command - At the beginning of each of your turns, choose a friendly <DYNASTY> Infantry unit within 12" of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn. A unit can not be affected by Wave of Command and My Will Be Done in the same turn.
My Will Be Done - At the beginning of each of your turns, choose a friendly <DYNASTY> Infantry unit within 6" of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn. A unit can only be affected by this ability once in each turn.
I think you are correct. Wave of Command from different sources can be used on the same unit more than once for a cumulative effect.
7th edition had a rule against effects being cumulative from the same source. 8th edition does not.
This type of question is covered in the FAQs. They do not stack.
The faq refers only to auras specifically but I still wouldn't go buy/build 4 CCBs expecting to get tesla exploding on 2s. The general rule of thumb is unless it says it stacks with itself, it doesn't.
Imotekh can give MWBD to any Necron Infantry unit, so he totally can... but same problem: too slow to keep up with them.
We really need a SC D.Lord already.
skoffs wrote: That looks decent... though I'm wary of so many points devoted to Praetorians.
Same. I don't like their damage output. Sure they're fast and durable enough to survive attention, but 1 damage doesn't feel right. Hell even the warscythe's flat 2 damage doesn't feel right.
I've also found that while scarabs are good as screens, they fall very quick to multi-damage weapons. 3-4 is fine for a backfield DDA, but escorting a nightbringer, I'd bring 6-8 personally
Anything carrying a warscythe is slow as all get out, and the goal of an outrider lists is to be fast. I need a serious CC threat to accompany nightbringer, and the options were wraiths or prats, and prats are way more killy. Also in the warscythe comparison, RoC can shoot, so there are a lot of situations where the ROC will do as much or more damage, such as against single wound models, and/or on charge turns. The bulk of the army is already multi-wound weapons, so the loss of one damage per swing is not really that bad, and the ability to put out 30 s5 ap-3 shots in a round fills a gap in the list for large units like gaunts, necron warriors, or boyz.
30 shots a turn? from 10 praets? theyre assault 1, not assault 3? or have I derped and missed something.
It's the charge afterwards, 10 shooting and 20 in melee, going first since they'll likely be my only chargers. because if they are in range of shooting they are within range of charging.
mrWermut wrote: What do You think on 2nd CTans power. Are we able to pick any unit (including a character) as a target for it?
For me, definitely YES because ctan's powaaa isnt a weapon which shoots.
Already talked about it. You cannot target character in shooting phase. Not only you cannot shoot. In my opinion we cant. I hate doubts about words meaning. Target and pick are synonyms for this case.
The consensus on the rules forum is that by current wording you can character snipe with times arrow. It's on the list of questions to be submitted for a FAQ though, so hopefully we get an answer in the next one.
Happy and sad coincidence today: Tomb Sentinel and praets happened to arrive on the same day!
Sad part: Praets' first game the enemy got a lucky smite and dropped 5 mortal wounds turn 2 and then erased the others with a stormraven in the following shooting phase. They did nothing, which was really sad because they were about to blast away and assault a squad of marines :(
I'll have to be a little more careful with them next game, but having 10" movement, fly, and great melee is a huge refreshment from my normal footslogging warriors and immortals. Really looking forward to more games with them
The tomb sentinel, however, was a star player. Less RNG than a ddark if a little less statistically powerful, but it can deep strike and has acceptable melee, particularly against characters. I'd say they are really solid anti vehicle out of our codex, a top choice at only 180 pts (185 if you take gloom prism to deny psykers)
mrWermut wrote: What do You think on 2nd CTans power. Are we able to pick any unit (including a character) as a target for it?
For me, definitely YES because ctan's powaaa isnt a weapon which shoots.
Already talked about it. You cannot target character in shooting phase. Not only you cannot shoot. In my opinion we cant. I hate doubts about words meaning. Target and pick are synonyms for this case.
'Target' and 'pick' are not synonyms by any stretch of the imagination. If the rules mean 'target' they explicitly use the word 'target'. For example, the shooting rules say 'pick a target unit' to shoot at. The Powers of C'tan say 'pick a visible enemy unit within 24" of the C’tan Shard'. There is no mention of 'target' in the Powers of the C'tan.
Based on the rules as written, you can use the Powers of the C'tan against characters because they are not ranged weapons, they do not use the shooting sequence, and they do not target.
For those who disagree with me, there is a thread on YMDC. Feel free to jump on that thread and point out where the Powers of the C'tan mention the word 'target'.
I dont know IF it was designed as a some kined of pistol intentionally, or it was kind of some-futuristic-mumbo-jumbo but i'm pretty shure that majority of players did use it as a participle caster since that weapon was introduced.
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Is the CCB a viable HQ to follow destroyers around to use the wave of command buff on them? It's 12" enables it to be able to catch up.
Maybe bubble wrap the ccb with scarabs for out on the field protection. Have a Spyder along repairing it as well...
It all sounds good in my tired head but it something like that worth the points
Dew wrote: Is the CCB a viable HQ to follow destroyers around to use the wave of command buff on them? It's 12" enables it to be able to catch up.
Maybe bubble wrap the ccb with scarabs for out on the field protection. Have a Spyder along repairing it as well...
It all sounds good in my tired head but it something like that worth the points
Tested it - too low on utility - it lost HoW attacks and fly-by attacks and ++ save. I loved it for breaking vehicles in 7th - now scythe deals 6 wounds at best... If you really want to buff max squad of destroyers - than go for it - and take gauss canon too - its like a DLord with QS with no invul and shooting.
After seeing the number of 10 FO w/ Anarkyr vs 7 Lynch w/ Anrakyr (Thanks guys). I will be going against a Tzeentch Flying Circus- variant list. It will include;
I did not bother with any GPs because my opponent easily has 10+ spells so I just put the points into making units bigger. my plan is to; Use the Deceivers Grand Illusion to move him and D2-3 units somewhere else on the field. So far I thinking of re-deploying Anrakyr, Lynch and Warriors somewhere near my opponent to shoot them and prepare for a T2 charge.
FOs will deploy at the end of movement T1 behind the blob of Anrakyr, lynch and warriors.
Overlord ! will move and advance to give FOMWBD at the start of T2,
Deathmarks are for characters under 10 wounds and to counter-deepstrike my opponents summoned units.
Scarabs are for screening and taking down units with only a few wounds left.
Teseract Arks will be kept mid to back field and will apply damage to the units with the highest toughness and wounds
If I go second then ill re-deploy Anrakyr, lynch and warriors further away and will "bait" him in taking out my scarabs so my other units stay alive.
yer thoughts? what would ye field against a TFC list?
I don't know about warriors when you have that many scarabs, but 2 tarks are going to put out some good damage. I'd say you are almost better off dropping anrakyr/scytheguard/flayed for however much regular destroyers and a d'lord (destroyers have a 2 shot Str 8 or 9 iirc)
There's always the old 475 pts to gauss pylon 1 shot magnus turn 1 and then delete another unit every following turn. If it soaks a ton of spells on top of that, all the better. I'd deep strike it into a tempting spot.
Odrankt wrote: After seeing the number of 10 FO w/ Anarkyr vs 7 Lynch w/ Anrakyr (Thanks guys). I will be going against a Tzeentch Flying Circus- variant list. It will include;
I did not bother with any GPs because my opponent easily has 10+ spells so I just put the points into making units bigger. my plan is to; Use the Deceivers Grand Illusion to move him and D2-3 units somewhere else on the field. So far I thinking of re-deploying Anrakyr, Lynch and Warriors somewhere near my opponent to shoot them and prepare for a T2 charge.
FOs will deploy at the end of movement T1 behind the blob of Anrakyr, lynch and warriors.
Overlord ! will move and advance to give FOMWBD at the start of T2,
Deathmarks are for characters under 10 wounds and to counter-deepstrike my opponents summoned units.
Scarabs are for screening and taking down units with only a few wounds left.
Teseract Arks will be kept mid to back field and will apply damage to the units with the highest toughness and wounds
If I go second then ill re-deploy Anrakyr, lynch and warriors further away and will "bait" him in taking out my scarabs so my other units stay alive.
yer thoughts? what would ye field against a TFC list?
You have more unit so you will be first only after seize. Dont count on it. GI are worth price only if you are first. Throw deciver. Take more infrantry for max anrakyr boost.
Also you have too many OL. You dont have good target for MVBD.
Well, Screamers suck. Just shoot at them and they'll be sure to die for you. The Chariots are deceptively powerful with shooting, but easy to kill if you focus them as they're only T5.
I definetly see an element of old-pattern necron shooting device here.
So, I do believe it's a gun.
Automatically Appended Next Post:
Its a surgical tool, actually. The 3rd ed wraiths did not have any form of ranged attack.
They were described as having an assortment of surgical equipment they they use to dissect their victims with.
I know this because I have the 3rd ed necron codex where those wraiths are from, and there is nothing about them using ranged weaponry.
I don't know about warriors when you have that many scarabs, but 2 tarks are going to put out some good damage. I'd say you are almost better off dropping anrakyr/scytheguard/flayed for however much regular destroyers and a d'lord (destroyers have a 2 shot Str 8 or 9 iirc)
In my 1st game I brought 5 destroyers with a D Lord and CCB and the only damage they did was to a unit of screamers. I lost the D lord and 2 destroyers to smite spam and Magnus targeting the unit. I compared the 5 destroyers to the Tesseract Ark and took one of those instead
Also, The anrakyr/lynch/warriors is to maximize my RF shot and getting as much attacks as possible. 14 warriors w/ anrakyr is 28 attacks and 5 lynch i 15 attack. If the FO get involved it will be 50 attacks as well so its quite a strong CC line in terms of how much dice I roll and what I go against.
You have more unit so you will be first only after seize. Dont count on it. GI are worth price only if you are first. Throw deciver. Take more infrantry for max anrakyr boost.
Also you have too many OL. You dont have good target for MVBD.
We are using ITC rules so the 1st person to deploy fully gets +1 to seize instead of going 1st. If i drop the Deceiver then the warriors and anrakyr combo will be slow as F and won't be able to CC T2 meaning anrakyr ability to add +1 attack to a unit within 3 inches will be useless. What could I swap the Overlords with? Anrakyr was gong to MWBD the Warriors turn 1 then the Lynch from turn 2 onwards, the 1st Overlord was MWBD the FO turn 2 by having them deepstrike and have the Olord move and advance to a position for my FO deepstrike. 2nd Overlord will MWBD the Deathmarks of they are close by, hes more of a back up in case I lose one.
Well, Screamers suck. Just shoot at them and they'll be sure to die for you. The Chariots are deceptively powerful with shooting, but easy to kill if you focus them as they're only T5.
Those are their weakest units.
In my first game I used an Antimatte meteor to do 3 MWs to a Chariot and shot the Singularity Chambers 2nd profile to do another 8 wounds then used 2 units of 3 scarabs to take away the rest of the wounds. worked quite well hence why so many scarabs so they eat up any with less then 5 wounds left.
Blueguy203 wrote: So another question I have is for those who have played against the tyranids, What combos are you seeing from them? i havent played against them yet so i am curious to see what others have been up against. Anyone know of any particular combos/units that they are running?
Nids have a good solid book (slightly better than the crons as far as internal balance is concerned) - with a lot of viable builds.
(this is a good thing - we don't want cookie cutter armies from any faction - minus of course the douche bag spam lists).
A few subpar units, but overall the codex is excellent.
(the FW units suck, or are op, but that is par for the course for FW - they really need to get out of the rule business, and just make models).
Anyway, a few things you can expect;
* Tervigon and gant horde - kill the tervigon asap. This is the nid version of our warrior + cryptek blob. Kill the tervigon - don't even bother shooting at the gants. Of course, you can send the warrior blob against the gants, then shoot the tervigon...
* Lists that have the swarmlord will give you first turn charges - he can cause a unit to move twice and charge. Very scary. But if used on himself, his tyrant guard can't keep up - so this is a dangerous move. A wad of 20 warriors backed up with a cyrptek will tie him up forever.
* broodlords - they are very good, and stealers - you will see these. Dakka the stealers (only have 5++) and don't let the brood lord into cc with a vehicle (he is nasty). If possible tie him up with scarbs or warrior blob.
* Exocrine - very good shooty unit. Kill it with long range fire (Heavy destroyers, DDA, etc.) or send scarabs to tie up in CC.
* Harpy and crone - actually don't suck - good harassment units - lower on your target priority list, but good objective takers. Kill them later.
* Warriors - they missed out on the mid tier model upgrade list - sadly, they are still a bit behind - die easily to gauss, especially destroyers. They are a good cheap syanpse choice - kill them.
* Trygons - run away, as fast as you can. they are finally worth their points - kill them quickly if you can. If not - the trusty warrior blob.
* Old one eye and carnifex city - ok, first of all, congratulate the nid player - they have been waiting years for this to not suck. Shoot them, expect to take losses - and play smart. This is not OP, its just a wall of dangerous wounds. Kill old one eye first if you can, as he gives benefits to the Cfexes. ALWAYS charge them first, do not let them charge you (they get benefits on the charge).
* Biovores - annoying - send tomblades after them, or DDA if you can catch them in the open. OR - kill their synapse - then they loose a lot of value.
again, the new bugs are very good and very scary (I have played with, and against them). As always play to the mission and kill the synapse.
Oh, and if you beat them, be a good sportsman about it - they have not had a good codex in years*.
*(no - flyrant spam is not a good codex - in fact it was a bad codex with poor internal options)
On the topic of Destroyer Lords - Im not much of a stats guy, but MWBD seems better than reroll 1s to wound. MWBD increases your hit chance by 17% on potentially two rolls, DLord buff is just the one reoll. DLords are also pretty expensive compared to most the MWBD options. Benefit to DLords seems to be pretty clearly in taking multiple units of Destroyers, but if im running a single unit then MWBD seems better.
With Destroyer armies, how much are people investing in support for them? Ive seen lists with Res Orbs - seems like to get the most out of that you want a Cryptek for the 4+. And all of a sudden thats an extra 130+ points - expensive for fairly defensive options. Could get 10 scarabs for that price, to offensively interact with objectives and screen the Destroyers.
Blueguy203 wrote: So another question I have is for those who have played against the tyranids, What combos are you seeing from them? i havent played against them yet so i am curious to see what others have been up against. Anyone know of any particular combos/units that they are running?
Nids have a good solid book (slightly better than the crons as far as internal balance is concerned) - with a lot of viable builds.
(this is a good thing - we don't want cookie cutter armies from any faction - minus of course the douche bag spam lists).
A few subpar units, but overall the codex is excellent.
(the FW units suck, or are op, but that is par for the course for FW - they really need to get out of the rule business, and just make models).
Anyway, a few things you can expect;
* Tervigon and gant horde - kill the tervigon asap. This is the nid version of our warrior + cryptek blob. Kill the tervigon - don't even bother shooting at the gants. Of course, you can send the warrior blob against the gants, then shoot the tervigon...
* Lists that have the swarmlord will give you first turn charges - he can cause a unit to move twice and charge. Very scary. But if used on himself, his tyrant guard can't keep up - so this is a dangerous move. A wad of 20 warriors backed up with a cyrptek will tie him up forever.
* broodlords - they are very good, and stealers - you will see these. Dakka the stealers (only have 5++) and don't let the brood lord into cc with a vehicle (he is nasty). If possible tie him up with scarbs or warrior blob.
* Exocrine - very good shooty unit. Kill it with long range fire (Heavy destroyers, DDA, etc.) or send scarabs to tie up in CC.
* Harpy and crone - actually don't suck - good harassment units - lower on your target priority list, but good objective takers. Kill them later.
* Warriors - they missed out on the mid tier model upgrade list - sadly, they are still a bit behind - die easily to gauss, especially destroyers. They are a good cheap syanpse choice - kill them.
* Trygons - run away, as fast as you can. they are finally worth their points - kill them quickly if you can. If not - the trusty warrior blob.
* Old one eye and carnifex city - ok, first of all, congratulate the nid player - they have been waiting years for this to not suck. Shoot them, expect to take losses - and play smart. This is not OP, its just a wall of dangerous wounds. Kill old one eye first if you can, as he gives benefits to the Cfexes. ALWAYS charge them first, do not let them charge you (they get benefits on the charge).
* Biovores - annoying - send tomblades after them, or DDA if you can catch them in the open. OR - kill their synapse - then they loose a lot of value.
again, the new bugs are very good and very scary (I have played with, and against them). As always play to the mission and kill the synapse.
Oh, and if you beat them, be a good sportsman about it - they have not had a good codex in years*.
*(no - flyrant spam is not a good codex - in fact it was a bad codex with poor internal options)
Thank you there mate, i really do appreciate the very details insight and you helped me confirm my thoughts on the warrior blobs, no matter what we should have atleast one to help tangle up with troublesome units. i will have to study this for upcoming games.
cheesedupree wrote: On the topic of Destroyer Lords - Im not much of a stats guy, but MWBD seems better than reroll 1s to wound. MWBD increases your hit chance by 17% on potentially two rolls, DLord buff is just the one reoll. DLords are also pretty expensive compared to most the MWBD options. Benefit to DLords seems to be pretty clearly in taking multiple units of Destroyers, but if im running a single unit then MWBD seems better.
Problem is all the cheaper MWBD givers are slow, leaving the CCB as the only one that can easily keep up with them... but then we're back to spending a lot of points just for support.
cheesedupree wrote: On the topic of Destroyer Lords - Im not much of a stats guy, but MWBD seems better than reroll 1s to wound. MWBD increases your hit chance by 17% on potentially two rolls, DLord buff is just the one reoll. DLords are also pretty expensive compared to most the MWBD options. Benefit to DLords seems to be pretty clearly in taking multiple units of Destroyers, but if im running a single unit then MWBD seems better.
Problem is all the cheaper MWBD givers are slow, leaving the CCB as the only one that can easily keep up with them... but then we're back to spending a lot of points just for support.
For Heavy Destroyers, that's not that big of a deal. They're mostly going to sit behind your main lines, in terrain, and only move out to get on objectives. An Overlord can easily hang with them. Can't keep up with midfield/flanking Destroyers, though.
skoffs wrote: Again we come back to "is it better to take things that buff a unit or equal points of more of that unit?"
I think for HQs that only comes into question after you fill out your required HQ slots. You have to bring at least 1 HQ, will probably be more like 2-3 based on Detachments. It doesn't matter if 2 more Destroyers is the better efficiency as a Destroyer Lord, you have to bring an HQ, so the question is "Is a Destroyer Lord a better use of a my HQ slot than another buffing HQ, or even should I just go super cheap and take a barebones Lord?".
skoffs wrote: Again we come back to "is it better to take things that buff a unit or equal points of more of that unit?"
I think for HQs that only comes into question after you fill out your required HQ slots. You have to bring at least 1 HQ, will probably be more like 2-3 based on Detachments. It doesn't matter if 2 more Destroyers is the better efficiency as a Destroyer Lord, you have to bring an HQ, so the question is "Is a Destroyer Lord a better use of a my HQ slot than another buffing HQ, or even should I just go super cheap and take a barebones Lord?".
I agree with this, get an idea I want for an army, and choose a HQ to suit it first. I think if your adding in HQ's after the requirements are filled out, its probably better to sacrifice them in favour of more guns.
I know this because I have the 3rd ed necron codex where those wraiths are from, and there is nothing about them using ranged weaponry.
I know it too for I play 40k since 1998, so I aware about 3rd edition necrons. But since the 4th have brought some P-caster we had used that models as a beamer-aremed. Luckily that 'tool' looks like a necron shooting weapon, what I mentioned earlier.
Well, 5th ed actually. Necrons had to use the 3rd ed book for 4th ed and most of 5th ed. Because GW's update schedule is terrible. Yeah, that's fine. I use pariahs as lychguard myself.
Quick question, probably been covered already, Can Overlords MWBD themselves? Also can Zhankrak chose himself as a target for buff ability. Initial thought is yes to both as they have the right keywords and GW have said you are always considered in range of your own abilities.
stu wrote: Quick question, probably been covered already, Can Overlords MWBD themselves? Also can Zhankrak chose himself as a target for buff ability. Initial thought is yes to both as they have the right keywords and GW have said you are always considered in range of your own abilities.
I would say yes.
There is no limit to having one Overlord giving another Overlord MWBD. So if it's true that you always count as being in range of your own abilities, it would work.
The same goes for Zahndrekh.
mrWermut wrote: I guess oit depends on if it is possible to be FRIENDLY TO YOURSELF in English or not.
I have not deep understanding of your native language semantics, so can not give an correct answer.
But I can tell that in Russian we can't use 'friendly' (or 'unfriendly') to thyself.
Typically young males reaching adolescence are friendly to themselves on a regular basis, even in Russia I would assume.
Jokes aside, I think the same goes for English, you would not use the word "Friendly" to describe a relationship to yourself, it would be awkward, though technically not wrong. You are not unfriendly to yourself after all. Though as a rule you need to look at it technically, a friendly unit in 40k would be any unit with the Necron faction (this much is declared in the rules), thus this would also include yourself, being a Necron unit.
So thinking I'm going to start playing competitively once I purchase the last FW stuff I want. Its tax time so its going to be sooner rather than later!!
I've been thinking of a list that might be able to hold its own. I'd really like to know what you guys would think, I only play against the hordes so I want to know how this would fare against the rest.
Midfield is warrior brick with Toholk and GA, flanked by TA, AB and Stalker. Triarch stalker gets Toholk's buff and the smaller retinue of scarabs and spyder to keep it alive (its buffs the Pylon incredibly well) with the spyder also being able to countercharge as well as the scarabs, ensuring the stalker is only in the fights it wants to be. DDA and Pylon sit backfield with bigger scarab screen denying plasma/melta deepstrikes their melta rule. Anything that gets close will get blasted away by DDA and low power profile of pylon, and scarabs will just continue to tie up, fall back until big stuff is safe. I know its not many models, but it has a good gauss midfield platform backed up by alot of tesla, and also a lot of big guns to take care of whatever is thrown my way. Its a hell of a lot of wounds to chew through, everything regens (almost). It doesn't have many CC threats, but everything bar the Stalker has fly so its not a big deal, plus the TA is quite hard to charge, AB procs its tesla on overwatch etc etc. The stalker removes the penalty for the pylon shooting its macro weapon at non fly targets, and if the unit has fly it can change targets so the DDA is more accurate.
Im contemplating dropping the anni barge for 9x tesla immortals, unsure which is better?
Please be brutal and honestly let me know how this will fare.
So thinking I'm going to start playing competitively once I purchase the last FW stuff I want. Its tax time so its going to be sooner rather than later!!
I've been thinking of a list that might be able to hold its own. I'd really like to know what you guys would think, I only play against the hordes so I want to know how this would fare against the rest.
When I played against Tzeentch we played using No Mercy in which you score equal to your opponents units PL value e.g. a Nightbringer s 12 PL points and if slain my opponent gains thats as VP points. So, because of that I believe it is better to have your Scarabs no greater then 3 per units as anything with 4 plus is 4PL and anything with 3 or less is 2PL so you can get the same amount of Scarabs just for less/same PL points but split up can target more enemies.
I would swap the DDA for a second Tesseract Ark with 2x TC. Better shooting profile and while the range is not as good you get a decent flamer, great mid-range assault D6 weapon and a good 48 long-range heavy weapon. D6 shots is better then D3. Although, losing the Gauss Arrays i sad...I guess you still have the GA for Gauss Array shooting
Way too few warriors to be double supporting them with a cryptek and ghost ark.
The one of everything approach isn't really cohesive;
the stalker wants to be shooting big things with its thgc but the pylon doesn't need the support to kill whatever it shoots at and the other anti tank arks aren't putting out enough anti tank shots to even reliably see a 1 every turn. It's been awhile since i did the math but you basically need 3 other tanks shooting the same target for it to be worth a ddark even at 20 points less, if they're splitting their shots it's never as good.
the teslark wants to use its mobility to get around but as a singleton it's not like it can pop past a street corner and wreck a basalisk that set up on the opposite flank by itself because the ddark can't move and support it like that and the spyder couldn't keep up and it gets nothing from being near the pylon because it's already got a 5++. I think you go all teslarks for vehicles with no supporting units or no teslarks at all.
the abarge puts out the volume of shots but if the whole point of a qs wall list is to deny the value of high damage shooting than immortals are only 1 wound so they do the same thing defensively while also beating the tesla destructor in anti horde firepower and the barge's extra toughness isn't really as helpful as its weak save is hurtful. But it isn't anti synergy by itself so if you just want to keep your model count low it's not awful.
the ddarks are the vehicle that i think fits with the function of the list best, they have a high wound pool for toholk and a spyder to restock (assuming the pylon starts in reserves so can't be buffed by toh which will probably be an army to army board to board tactical call) and they become much hardier than teslarks if the pylon is nearby granting a 5++. The list is also very light on anti infantry shooting and if you run up against a horde list the flayer arrays and d6 cannon shots against 10+ model units push the ddark a smidge ahead of the 2 tesla cannons and a d6 grave cannon or chem flamer on the teslark.
So if the core of the list is toholk and a gauss pylon I'd probably drop the stalker, teslark, and abarge for more ddarks, get the warrior blob to 20 or get 2 units of 15+.
ski107 wrote: What's the consensus on a Cryptek and a Ghost ark supporting 2x20 warrior blobs? Overkill?
If it's TWO Warriors bricks, then yeah, both a Crpytek and Ghost Ark are alright.
But even with one supporting it's still a hard couple of units to chew through. A smart opponent would just focus on your more important stuff.
So thinking I'm going to start playing competitively once I purchase the last FW stuff I want. Its tax time so its going to be sooner rather than later!!
I've been thinking of a list that might be able to hold its own. I'd really like to know what you guys would think, I only play against the hordes so I want to know how this would fare against the rest.
When I played against Tzeentch we played using No Mercy in which you score equal to your opponents units PL value e.g. a Nightbringer s 12 PL points and if slain my opponent gains thats as VP points. So, because of that I believe it is better to have your Scarabs no greater then 3 per units as anything with 4 plus is 4PL and anything with 3 or less is 2PL so you can get the same amount of Scarabs just for less/same PL points but split up can target more enemies.
I would swap the DDA for a second Tesseract Ark with 2x TC. Better shooting profile and while the range is not as good you get a decent flamer, great mid-range assault D6 weapon and a good 48 long-range heavy weapon. D6 shots is better then D3. Although, losing the Gauss Arrays i sad...I guess you still have the GA for Gauss Array shooting
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hmm good point about the mission, might force me into rethinking part s of my list. I don't have the model yet for a second TA, hence the DDA.
Way too few warriors to be double supporting them with a cryptek and ghost ark.
The one of everything approach isn't really cohesive;
the stalker wants to be shooting big things with its thgc but the pylon doesn't need the support to kill whatever it shoots at and the other anti tank arks aren't putting out enough anti tank shots to even reliably see a 1 every turn. It's been awhile since i did the math but you basically need 3 other tanks shooting the same target for it to be worth a ddark even at 20 points less, if they're splitting their shots it's never as good.
the teslark wants to use its mobility to get around but as a singleton it's not like it can pop past a street corner and wreck a basalisk that set up on the opposite flank by itself because the ddark can't move and support it like that and the spyder couldn't keep up and it gets nothing from being near the pylon because it's already got a 5++. I think you go all teslarks for vehicles with no supporting units or no teslarks at all.
the abarge puts out the volume of shots but if the whole point of a qs wall list is to deny the value of high damage shooting than immortals are only 1 wound so they do the same thing defensively while also beating the tesla destructor in anti horde firepower and the barge's extra toughness isn't really as helpful as its weak save is hurtful. But it isn't anti synergy by itself so if you just want to keep your model count low it's not awful.
the ddarks are the vehicle that i think fits with the function of the list best, they have a high wound pool for toholk and a spyder to restock (assuming the pylon starts in reserves so can't be buffed by toh which will probably be an army to army board to board tactical call) and they become much hardier than teslarks if the pylon is nearby granting a 5++. The list is also very light on anti infantry shooting and if you run up against a horde list the flayer arrays and d6 cannon shots against 10+ model units push the ddark a smidge ahead of the 2 tesla cannons and a d6 grave cannon or chem flamer on the teslark.
So if the core of the list is toholk and a gauss pylon I'd probably drop the stalker, teslark, and abarge for more ddarks, get the warrior blob to 20 or get 2 units of 15+.
Thanks for your input Dude . I want toholk due to his seize help and regen, and I built the list around the pylon. Good point on the stalker, I suppose I wanted to guarantee killing stuff with the pylon so ensuring it had its 2+ I thought would be good. I brought warriors backed by a GA as my main source of anti horde, that and the tesla, and the GA was to help, and since I didn't have anything else for toholk to do I thought I'd just sit him with them. The Immortals have more wounds and shots for the points but sacrifice movement, however park them in cover and they have a 2+. I was planning on running the pylon at the back corner with the DDA, screened by scarabs, meaning t1 it shoots and is far enough away to warrant a diversion of troops to deal with it.
I'm going to reevaluate my list, see what I can do to make it better.
hmm good point about the mission, might force me into rethinking part s of my list.
Just read the ITC pack that came out recently and see if your army is playable in all the mission types and see if you can work around going 2nd instead of 1st.
I don't have the model yet for a second TA, hence the DDA.
I would just proxy something for it mate. it has a 60mm base so as long as your opponent does not mind you could use an Anni Barge or DDA as one since they all share the same 60mm base.
I brought warriors backed by a GA as my main source of anti horde, that and the tesla,
I would recommend 10+ Flayed-Ones for anti-horde followed by Tesla Immortals. FO turn most horde units into mince-meat with their 4 attacks per model and re-rolling to-wound rolls. Target a unit with the Immos and whatever is left over have the FO take out. They also add 1 to morale which is great if the Deceiver is also close by making it +2 to the opponents morale.
This is what I am currently working with for ITC and local-tournaments.
So just found out it's a 2k tournament, no ITC rules, straight rule book and Errata. I have changed my list to the following.
Spoiler:
Spearhead:
1x Toholk
20x Warriors
1x Deciever
7x Scarabs
7x Scarabs
1x TA w/ TC 1x Spyder w/ FCA, GP
1x DDA 1x GA
Superheavy:
1x Gauss Pylon
This list is fairly flexible in its response to different types of armies. Fast CC means it turtles together, and the sheer weight of fire should carry me through. Against more slower/static I can GI the warriors into cover and rapid fire range, and stick the Deciever in there as a Cc counter charge.
The pylon and DDA stay protected by the Scarabs in the back corner of the field, supported by the spyder. There's enough firepower to counter the Magnus/Knight/Brimstone spam. It's a hard counter to Knight lists. It should do well against the parking lot, DE raider spam, will slow the harlies advance, and they won't be able to kill it before it kills them.
The Scarabs, spyder and DDA get a 5++ making them very tough, the spyder regens the pylon and Scarabs. There's a big enough footprint to deny all deepstrike threat, even plasma/melta. And Scarabs can just fall back, and the short range firepower is even stronger than afar. This is an alpha strike list.
It would struggle with green tide, Genestealer spam, and maybe the storm talon spam due to going second.
Toholk gives a 30% chance of seizing the initiative, meaning a lucky roll against the storm talon flyer spam list enables my alpha strike to take out a lot of firepower on their side. It's not guaranteed but you never know.
FO are too expensive of a unit to just deepstrike in and charge. They're still fragile without help. And they won't be getting support in my list. It's all about the pylon. It's enough of a fire magnet my other units can work the objectives as healthy as possible.
Automatically Appended Next Post: The T.ark is mobile and tough, I need fast units to grab objectives, which is what the T.ark has over a second DDA. I'm playtesting this against HWT and scion DS spam and the Magnus/Knight/Brimstone list this week, will let you guys know.
Interestingly enough, the Imperial Armour FAQs for Xenos just came out... but there were no Necron entries.
Does that mean there are no issues with any of our FW stuff?
I figured the gauss pylon not listing/paying for its tele matrix or that the teslark being the only 10 wound vehicle in the game whose profile degrades at 4 wounds instead of 5 would be faq'd but i'm cool with keeping those if they are.
Most of the lists I've seen is comprised of either DDA, Heavy Destoyers, Teslarks, Sentry or Gauss Pylons as our Big hitters vs veichles and monsters.
But we need to remember that Necrons is also an opponent.
And with the current "meta" shifting to some kind of QS spam within our faction, what is the go-to unit to counter QS? The second profile on Teslarks is fine, albeit Str 5, and Gauss weapons in general seems to be ok. But we need alot of Gauss to break a DDA.
Is there anything else that counter QS, as we dont really have any access to high strength 2/3 damage weapons?
Hiddius wrote: Most of the lists I've seen is comprised of either DDA, Heavy Destoyers, Teslarks, Sentry or Gauss Pylons as our Big hitters vs veichles and monsters.
But we need to remember that Necrons is also an opponent.
And with the current "meta" shifting to some kind of QS spam within our faction, what is the go-to unit to counter QS? The second profile on Teslarks is fine, albeit Str 5, and Gauss weapons in general seems to be ok. But we need alot of Gauss to break a DDA.
Is there anything else that counter QS, as we dont really have any access to high strength 2/3 damage weapons?
warscythes and ROC, C'tan in CC.
Remember if our big guns cant hurt their vehicles, their big guns cant hurt our vehicles just as much
I'd say teslarks are the best vehicles for the mirror match because all our anti tank stuff is wasting its time against each other so it's a race to kill the other side's silver tide portion fastest and the grav cannon and cham flamer modes really bone all of our infantry options. The toughness 7 also helps curb the efficacy of enemy warscythes or the oddball weapon that's good against qs like particle shredders that would wound the other t6 vehicles on a 3+.
I actually think regular Destroyers are the best answer to a QSpam list.
1. They have the natural speed to get in range.
2. They wound on a 5+, which isn't hard in larger numbers.
3. D3 damage is hard for the QS to bypass, as the average is 2.
When is 'before the battle begins' for generating c'tan powers exactly? Can you wait and see your opponent's army, list, or even their set up before you pick or does it mean during list building?
So I've been thinking. Initially I dropped the stalker from my list due to the pylon not needing the buff.
But..... lots and lots of armies seem to be bringing flyers with hard to hit. While my Pylon is good against them, I think a stalker is still necessary.
Ive seen a lot of Imperium lists with 6-8 flyers with hard to hit.... I have a TA and DDA that would massively benefit from the +1.
It would mean I'd have to drop the deceiver, but the extra big gun and +1 I feel is necessary.
Also having an extra vehicle reduces the damage that stormtalon spam can do while also potentially dropping a third flyer a turn.
If I drop the deceiver I lose T1 rapid fire from my warriors, and it almost guarantees I turtle most games until my scarabs and TA/GA are safe to grab objectives. But its a very savage, long range gunline that is also very durable. I still have 20x warriors and a GA for hordes, I gain extra scarabs for an even bigger DS deny footprint. Once T3 is about I can start moving everything. It better counters flyer spam, parking lots and vehicles in general. Turtling against DS genestealer blobs for example and having a 5++ negates their rend mechanic, and they will be wiped the second I fall back, all while my big guns still obliterate their backline.
I feel hordes are still going to be in trucks, and while hordes are still fast without vehicles, they are alot less durable. Popping a transport or 2 T1 in their deployment zone neuters the CC unit inside well enough that I can focus the closer ones before they get to me.
What do you guys think?
Automatically Appended Next Post:
Actinium wrote: When is 'before the battle begins' for generating c'tan powers exactly? Can you wait and see your opponent's army, list, or even their set up before you pick or does it mean during list building?
The tournament I'm going to allows for psychic powers to be picked before each game, meaning you can tailor your army to suit. I feel the C'tan powers will be ruled the same.
But..... lots and lots of armies seem to be bringing flyers with hard to hit. While my Pylon is good against them, I think a stalker is still necessary.
Ive seen a lot of Imperium lists with 6-8 flyers with hard to hit.... I have a TA and DDA that would massively benefit from the +1.
Maybe you could drop the Deceiver to add a Sentry Pylon w/ Gauss Exterminator to your list giving you 2 units that are anti-air with +1 to hit against flyers and deep strike as well?
torblind wrote: What +1 is this? Doesn't the Stalker let you reroll 1s?
Should be a nice benefit for the pylon.
Pylon has 2+ +1 against fly, should have no problem with hard to hit (still 2+)
God damn it!!! I'm still mixing up 7th and 8th rules. Was thinking it was +1 BS, not RR of 1's
I still feel it fits the list better than the Deciever, MW will shred a C'tan, but not a vehicle. If against Magnus point the stalker at Magnus, let the pylon ensure its dead. For flyer spam it helps the DDA, as it only has d3 shots. The TA has D6 so it's statistically putting more shots down range it doesn't need as much help. Additionally the stalker puts out more long range damage compared to a Deciever. It also means I don't have to leave my warriors and GA unsupported midfield if I don't want to.
But..... lots and lots of armies seem to be bringing flyers with hard to hit. While my Pylon is good against them, I think a stalker is still necessary.
Ive seen a lot of Imperium lists with 6-8 flyers with hard to hit.... I have a TA and DDA that would massively benefit from the +1.
Maybe you could drop the Deceiver to add a Sentry Pylon w/ Gauss Exterminator to your list giving you 2 units that are anti-air with +1 to hit against flyers and deep strike as well?
Hmm I do have a gauss sentry pylon. I'm losing the stalkers CC and movement for a better gun. Sticking it next to its big brother and DDA doubles down on the backfield gun line. I'd get a particle Beamer and gloom prism too.
God damn it!!! I'm still mixing up 7th and 8th rules. Was thinking it was +1 BS, not RR of 1's
(even in 7th it didn't buff vehicles)
I know, it worked differently, I just got the two mixed up is all. I used the stalker a lot in 7th, I like the model.
Still cant decide if a gauss sentry pylon or triarch stalker is better in my list. Im also trying to find the best way to cram more scarabs in, seriously contemplating dropping 10 warriors for them. I realise they are a very good counter to razorwing flock spam... we hit/wound on 3+/3+, while they hit and wound us on 5+/5+. We have a save, they dont. Thinking 3x9 scarabs, trying to see what I can shuffle around, not much wriggle room.
If anyone is a maths wizard, any chance of doing the numbersof a gauss sentry pylon's damage vs a THGC stalker? At both flying and ground targets, assuming T7.
So am I in the minority here for loving particle shredders on my stalkers? I been running them heavy gauss and keeping them in my backfield, but I switched to playing more aggressively with them with ps.. S7 is a weird niche but the 6 shots are needed. Most my lists have heavy destroyers and a dda so I haven't missed the at of heavy gauss that much.
I've been wondering if other people appreciated the silent brother of the 3 Stalker weapons. I guess since we lack (or lacked pre FW) anti vehicle, most people didn't want to fit their stalker out with anti-infantry, which we already have.
I didn't bring that weapon this time, but I do want to try it out.
I have been a long lurker on this thread, but never really saw the need to post. I figured it was high time.
I wanted to share a fun list with you guys that I will be using against BA this saturday.
He said he was bringing a fun list as well, so I'm not expecting 3 deepstriking cc beasts, (which is why I have only 1 small unit of scarabs)
Spoiler:
1500p. Vanguard
Anrakyr
9 Gauss Immortals
10 Deathmarks -hopefully getting rid if their many cc buffs
10 rod Praetorians
5 warscythe Lychguard
Stalker - THGC
3 scarabs
Tesseract Ark 2x Gauss cannons
Some nice Backfield dakka with some serious counter charge units and since I expect them to come towards me, I don't have to worry too much about the Praets outrunning Anrakyrs buff.
I don't have any anti horde, but since I'm face BA, I'm not expecting any horde like lists.
Thoughts?
Too cc/elite heavy?
Maybe the Deathmarks could be switched for something better, but I want to see how usefull they are, and that means bringing 10.
So just went up against my comp lists hard counter (besides storm raven flyer spam), 10 HWT, 150 conscripts, DS Scion plasma spam.
Had it been a TO I would have won due to me out scoring him early, but the game took north of 4 hours (conscripts rolling 172 shots takes aaaaaaaaaaaaaaages). By bottom of 4 I only had my pylon and Toholk left. I couldn't deal with the horde quick enough, and my warriors underperformed atrociously. My scarabs however.....
It got me thinking. My list has lots of high health, high damage weapons but severely lacks in the horde killing capabilities.
20 warriors and a GA is a tough nut to crack, unless facing 150 conscripts and Autocannon HWT. The warriors and GA killed....... 11 conscripts before getting wiped from the face of the earth. They are my front line, and are painfully slow. Additionally I didn't like having Toholk that far forward in a gunline list as he is very easily killed as he has no support.
I realised the answer.
Scarab spam.
Wave after wave of scarabs. 5 of them did comparable damage in 1 round of combat than my warriors and GA did in 1 round of shooting. They're cheaper than warriors, double the speed, 3 wounds. Sure they don't have as good a save nor are they as tough, but they are really good in CC with 4a base. Against conscripts 2x squads will shred them, against razorwing spam they hit/wound on 3+ vs the razorwing's 5+. They screen my guns, can grab objectives, and get respawned by the spyders.
So new and revised comp list:
Spoiler:
1x Pylon
1x Lord w/Scythe
1x Toholk
2x Spyders (Both in one squad) w/ FCA, twin PB 9x Scarabs
9x Scarabs
9x Scarabs
9x Scarabs
1xTA w/ Tesla
1x DDA 1x Gauss sentry pylon.
I'm losing 20x warriors and a GA, but gaining 18 Scarabs. That's literally my entire deployment zone filled with scarabs. It's also now 3d3 wounds being regenerated a turn in addition to 2x scarab bases a turn being replenished into the squads so long as I position right. I could take a third squad of 6 scarabs but I need 1st turn to get my damage off.
Yes I would like more anti infantry shooting, but I think, pound for pound our swarms do better than the rest.
Yeah, I feel however, after seeing many comp lists, that big anti 'FLY' and tank guns screened by chaff is strong. I don't have the points for tesla, and I feel Scarabs are good at the whole range of screens. Razorwing, brims, conscripts, nids, all the same. They just need to hold everything up long enough for the cannons to get the job done.
11 units and a seize reroll on an alpha strike this brutal is very powerful. It counters the big lists. I feel I just need to get the balance between big guns and scarabs right.
It got me thinking. My list has lots of high health, high damage weapons but severely lacks in the horde killing capabilities.
I realised the answer.
Scarab spam.
As far as Scarab spam goes it isn't that reliable of a way of taking out a list unless backed up by shooty units. You want your Scarabs to;
Spoiler:
1) Have them survive as much as possible and make sure you have a good few of them for Turn 4 on wards.
2) You want them to lock your opponents most threatening unit up so that they soak up CC damage, put your units in place, fall back the Scarabs to a Spyder to regenerate a Scarab if any was lost and (if any) in some LOS blocking terrain. Then, shoot the fuq out of your opponents held up unit and do the same thing over and over.
3) if you do want them to take on units then make sure the unit has lost several wounds/models so when you attack 1st you have a better chance at leaving the Scarabs survive as the won't be attack in CC unless stated otherwise.
I usually put my Scarabs in two different profiles. 1 is for Objective Scouring, holding up enemy units and taking out units with low wounds and models which I run as 3 units of 6-8. and 2 is for screening, body guarding low wound characters moving up the table like the C'tan, Suicidal Combat and "easy" targets for smite-spam and PLVP games which I run in 5-6 units of 3 I like having Immortals and Warriors to take out what the Scarabs Fall back from or to shoot at a unit before they try to charge.
They're cheaper than warriors
point vs point the warriors are cheaper at 12pts per model and Scarabs are 13pts per model
and get respawned by the spyders.
Remember that on a roll 1 to regenerating Scarabs your Spyder will take D3 MW. Try and use your CP on them if any show up.
So new and revised comp list:
Spoiler:
1x Pylon
1x Lord w/Scythe
1x Toholk
2x Spyders (Both in one squad) w/ FCA, twin PB 9x Scarabs
9x Scarabs
9x Scarabs
9x Scarabs
1xTA w/ Tesla
1x DDA 1x Gauss sentry pylon.
Claas wrote: So am I in the minority here for loving particle shredders on my stalkers? I been running them heavy gauss and keeping them in my backfield, but I switched to playing more aggressively with them with ps.. S7 is a weird niche but the 6 shots are needed. Most my lists have heavy destroyers and a dda so I haven't missed the at of heavy gauss that much.
If you already feel you got enough of those, I can see the Shredder being useful due to having more shots vs objective campers and whatnot.
Flayed ones are amazing at killing conscripts, and pair really well with a deceiver redeploy, or any ctan really. (you can use a c'tan to either snipe commissars or delete 1/6 of the conscript blobs per turn)
20 flayed ones are 80 attacks at STR 4 AP 0 rerolling wounds. You can give them MWBD and buff them with reroll hits (imotekh) and +1 attack (anrakyr).
Let's say you have anrakyr and use MWBD on them, so 100 attacks hitting on 2 and wounding on 3, rerolling wounds.
83.33 hits, 74.07 wounds, 5+ save, 49.38 kills ON AVERAGE.
If they get overwatched by 100 lasgun shots, they will lose 2-3 models, so being generous to the enemy, 85 attacks, 70.83 hits, 62.96 wounds, 41.92 kills.
If you also throw in rerolling hits (imotekh) then they have 57.61 non-overwatch kills or 48.90 post-overwatch kills, but at this point you are maybe better off taking a c'tan shard and nab 8-9 kills before charging in.
So grab a deceiver redeploy, taking anrakyr and maybe a 5 man lychguard or 10 man tesla immortals and then calling in the flayed ones. Only problem is you can't MWBD something after it deep strikes (beginning of movement vs end of movement) but the Timmortals are a really good target for MWBD too.
It got me thinking. My list has lots of high health, high damage weapons but severely lacks in the horde killing capabilities.
I realised the answer.
Scarab spam.
As far as Scarab spam goes it isn't that reliable of a way of taking out a list unless backed up by shooty units. You want your Scarabs to;
Spoiler:
1) Have them survive as much as possible and make sure you have a good few of them for Turn 4 on wards.
2) You want them to lock your opponents most threatening unit up so that they soak up CC damage, put your units in place, fall back the Scarabs to a Spyder to regenerate a Scarab if any was lost and (if any) in some LOS blocking terrain. Then, shoot the fuq out of your opponents held up unit and do the same thing over and over.
3) if you do want them to take on units then make sure the unit has lost several wounds/models so when you attack 1st you have a better chance at leaving the Scarabs survive as the won't be attack in CC unless stated otherwise.
I usually put my Scarabs in two different profiles. 1 is for Objective Scouring, holding up enemy units and taking out units with low wounds and models which I run as 3 units of 6-8. and 2 is for screening, body guarding low wound characters moving up the table like the C'tan, Suicidal Combat and "easy" targets for smite-spam and PLVP games which I run in 5-6 units of 3 I like having Immortals and Warriors to take out what the Scarabs Fall back from or to shoot at a unit before they try to charge.
They're cheaper than warriors
point vs point the warriors are cheaper at 12pts per model and Scarabs are 13pts per model
and get respawned by the spyders.
Remember that on a roll 1 to regenerating Scarabs your Spyder will take D3 MW. Try and use your CP on them if any show up.
So new and revised comp list:
Spoiler:
1x Pylon
1x Lord w/Scythe
1x Toholk
2x Spyders (Both in one squad) w/ FCA, twin PB 9x Scarabs
9x Scarabs
9x Scarabs
9x Scarabs
1xTA w/ Tesla
1x DDA 1x Gauss sentry pylon.
You could spawn the Sentry Pylon for Some warriors or Immortals for a good steady gun line.
pound for pound our swarms do better than the rest.
Immortals and Flayed Ones are great anti-horde as well.
f
Its too many units, I thought of going that way, but unfortunately im trying to keep my drops down with the aim of going first to maximize alpha strike. The list is focused on the power of the pylon, and the scarabs in the 4x9 bases I have a T2 57" Area of Denial if they have deep striking threats. That way when they kill the scarabs, if they dont kill the squad i take from the front, causing them to be out of combat without having to fall back, and then regen 2 per scarab squad a turn.
I will definetly use CP to reroll spyder 1's. Good idea. I turtle the vehicles around the pylon so everything has 5++ and the arks have QS, and i regen 3d3 wounds a turn.
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crunkDealer wrote: Flayed ones are amazing at killing conscripts, and pair really well with a deceiver redeploy, or any ctan really. (you can use a c'tan to either snipe commissars or delete 1/6 of the conscript blobs per turn)
20 flayed ones are 80 attacks at STR 4 AP 0 rerolling wounds. You can give them MWBD and buff them with reroll hits (imotekh) and +1 attack (anrakyr).
Let's say you have anrakyr and use MWBD on them, so 100 attacks hitting on 2 and wounding on 3, rerolling wounds.
83.33 hits, 74.07 wounds, 5+ save, 49.38 kills ON AVERAGE.
If they get overwatched by 100 lasgun shots, they will lose 2-3 models, so being generous to the enemy, 85 attacks, 70.83 hits, 62.96 wounds, 41.92 kills.
If you also throw in rerolling hits (imotekh) then they have 57.61 non-overwatch kills or 48.90 post-overwatch kills, but at this point you are maybe better off taking a c'tan shard and nab 8-9 kills before charging in.
So grab a deceiver redeploy, taking anrakyr and maybe a 5 man lychguard or 10 man tesla immortals and then calling in the flayed ones. Only problem is you can't MWBD something after it deep strikes (beginning of movement vs end of movement) but the Timmortals are a really good target for MWBD too.
Flayed ones are just too expensive for what they offer to justify IMO.
Latro_ wrote: jumping in on the thread, watched a couple of battle reports and warrior spam just looks hilarious with the reanimation rolls.
I have a bunch (like 60-80) in a box somewhere is it worth painting them for a somewhat decent force?
thinking 80, like 960pts
then 1000pts on fun stuff to deliver them like night sythes, monolths, ghost arcs and crypteks in there.
just seems a bit bonkers and a tough nut to crack, or am i missing something.
It can be fun. Deciever 40 up front t1 for lots of gauss death. They need lords just as much as they need GA and crypteks. I'd bring one of each per 40, they need to be properly supported to work well.
Guard are strong against them, 50 conscripts in rapidfire range does way more damage to the warriors than 20-40 warriors can dish back.
Only 6 necron armies on ETC this year. As axpected necron are low tier army in 8th edition competetive scene. One positive thing is, that list are quite varied. Top teams ignore necrons completely.
Austria
Spoiler:
+ TEAM: AUSTRIA
+ PLAYER 6: Christian 'Scrade' Stromberger
+ PLAYER TOURNEYKEEPER PROFILE: Christian Stromberger
I don't wanna exactly throw stones from my glass house of not even having actually played a game of 8th outside my house yet but those are some truly awful lists that i don't think come close to being representative of the competitive scene?
Like the first list takes a million ccbs but they can't actually use command wave on anything? There are multiple instances of multiple doom scythes, one of our only universal 'do not take' units. The last 2 lists at least look like they read the index but can only do like 2 wounds to flyers a turn if they run into a stormraven spam list. Only the ireland list seems marginally viable and it's pretty far from optimized.
CCB, wraith, Doom Scythes, Anni barge spam? I'm just not seeing it. How do they deal with double knight Magnus lists? Or stormraven, or any list with more than one big monster. Anni barge spam is good against hordes, but which horde is at the top tables?
Actinium wrote: I don't wanna exactly throw stones from my glass house of not even having actually played a game of 8th outside my house yet but those are some truly awful lists that i don't think come close to being representative of the competitive scene? Like the first list takes a million ccbs but they can't actually use command wave on anything? There are multiple instances of multiple doom scythes, one of our only universal 'do not take' units. The last 2 lists at least look like they read the index but can only do like 2 wounds to flyers a turn if they run into a stormraven spam list. Only the ireland list seems marginally viable and it's pretty far from optimized.
Klowny wrote: CCB, wraith, Doom Scythes, Anni barge spam? I'm just not seeing it. How do they deal with double knight Magnus lists? Or stormraven, or any list with more than one big monster. Anni barge spam is good against hordes, but which horde is at the top tables?
ETC is team tournament with regular pairing. This lists are not viable on solo tournaments. And how you can see this list are mostly pure defenders (except the north ireland list ofc.) In normal circumstances they will never meet magnus or flyers :-D
Actinium wrote: I don't wanna exactly throw stones from my glass house of not even having actually played a game of 8th outside my house yet but those are some truly awful lists that i don't think come close to being representative of the competitive scene?
Like the first list takes a million ccbs but they can't actually use command wave on anything? There are multiple instances of multiple doom scythes, one of our only universal 'do not take' units. The last 2 lists at least look like they read the index but can only do like 2 wounds to flyers a turn if they run into a stormraven spam list. Only the ireland list seems marginally viable and it's pretty far from optimized.
Klowny wrote: CCB, wraith, Doom Scythes, Anni barge spam? I'm just not seeing it. How do they deal with double knight Magnus lists? Or stormraven, or any list with more than one big monster. Anni barge spam is good against hordes, but which horde is at the top tables?
ETC is team tournament with regular pairing. This lists are not viable on solo tournaments. And how you can see this list are mostly pure defenders (except the north ireland list) ofc.) In normal circumstances they will never meet magnus or flyers :-D
Must say I don't know the details of the tournament so maybe was quick to jump the gun.
But saying we aren't competitive given the tools we have at our disposal isn't a correct assumption either. Magnus and knights, stormraven guilliman, conscript blob, razorwing etc are all strong lists, and most of the heavy hitters I've seen have big guns screened by chaff.
Spamming doom scythes I cannot understand at all. A lot of people will have good AA defence (to fight stormraven spam) and our flyers are terrible at what they do anyway. They're not defensive, neither are they terribly offensive. Anni barges are good against hordes but tesla Immortals get the job done better, however they are slow.
Scarab spam is good.... when it has other stuff to actually do the heavy lifting.
Only one list has decent heavy hitters, the rest are just fast units, good for board control and to quasi tar pit, but not much else.
I didn't mean to sound condescending or insulting at all, just a bit perplexed.
Maybe they figure 8x5 times S7 exploding dice will hurt knights/vehicles as well as hordes. Those lists are fast enough to focus one down at a time and occupy the rest with 1 or 2 scarab swarms.
I don't get the doomscythes either. When your main gun is 4+ to hit, do they just rely on more tesla destructors and hope for some decent shots with the other one?
With the ccb spam list, I think k the idea is that they all buff each other, and go on a killing spree together.
The A Barge spam list looks pretty optimal for getting paired up against a horde army.
Not sure what Doom Scythe spam is meant to go up against.
But yeah, if you are going to spam Necron stuff, make sure its DDAs, TAs, Sentry Pylons, Scarabs, or Immortals.
Agree. I feel the more common vehicle and scarab spam is, the more valuable spyders are. Regen both vehicles and scarab swarms each turn for relatively cost free?? Can take multiple in a single unit reducing drop numbers.
Automatically Appended Next Post:
Nagerash wrote: Maybe they figure 8x5 times S7 exploding dice will hurt knights/vehicles as well as hordes. Those lists are fast enough to focus one down at a time and occupy the rest with 1 or 2 scarab swarms.
I don't get the doomscythes either. When your main gun is 4+ to hit, do they just rely on more tesla destructors and hope for some decent shots with the other one?
With the ccb spam list, I think k the idea is that they all buff each other, and go on a killing spree together.
4 warscythes a killing spree does not make. Even with wraith screens.
Yeah Anni barges put out lots of dakka, buuuut they're fragile. TA put out way more dakka, threaten more targets, while being much more durable and degrade less. Same goes for DDA.
CCBarges are vehicles, not infantry, so they can't even target each other. Also even assuming they couldn't use forgeworld stuff abarges are still like 4pts per wound less efficient defensively than ddarks and a mountain worse than silver tide. Maybe because the boards were really big they felt they needed the 12" move and assault weapon? I don't know. It's too weird a format to draw any meaningful conclusions from if these are the best lists for it.
Yeah. DDA are literally better in in every way than DS. Cheaper, tougher, hit better, outrange them. DDA can even camp backfield objectives, put out more dakka at close range. Cannot for the life of me understand that list.
mrWermut wrote: A quick question. If it tournament legal to use a AOS model as a replacement for a 40k model as soon it's clearly defined to an opponent?
You'd have to check with the TO, but a lot are cool with it, especially if it's an obvious proxy/there isn't a model for it.
I just saw a batrep on miniwargamings vault where an AM player completely tore apart a decent necron list played by a decent necron player. And for the (un)good of mankind I cannot see how to possibly counter it.
He had 5 artillery pieces in one corner, an HQ that gave them reroll 1s to hit. Pask. 4 units of guardsmen, 5 or 6 bulgryns. 4 single scount sentinels. And releant HQs to support it all, all in all one battallion and one brigade. infinity comand points.
Going first turn 1 (after seize) AM had no problems wiping an entire unit of 20 warriors first turn, and sucessively moved on to blow necrons off the table one unit at the time. Guardsmen and bulgryns bogged everything down midfield, and heavy artilery just shot dead anything that needed shooting, with comandpoints to prevent important rolls goind bad.
There were enough AM models on his half to prevent any meaningul deep strike, and bulgryns dealt with lychguard easily enough, and with the help of rapidfiring gadzillions of lasgns easily ate anything that walked up midfield.
I just don't see any counter to something like that.
torblind wrote: 5 artillery pieces in one corner, an HQ that gave them reroll 1s to hit. Pask. 4 units of guardsmen, 5 or 6 bulgryns. 4 single scount sentinels. And releant HQs to support it all
[...]
I just don't see any counter to something like that.
torblind wrote: I just saw a batrep on miniwargamings vault where an AM player completely tore apart a decent necron list played by a decent necron player. And for the (un)good of mankind I cannot see how to possibly counter it.
He had 5 artillery pieces in one corner, an HQ that gave them reroll 1s to hit. Pask. 4 units of guardsmen, 5 or 6 bulgryns. 4 single scount sentinels. And releant HQs to support it all, all in all one battallion and one brigade. infinity comand points.
Going first turn 1 (after seize) AM had no problems wiping an entire unit of 20 warriors first turn, and sucessively moved on to blow necrons off the table one unit at the time. Guardsmen and bulgryns bogged everything down midfield, and heavy artilery just shot dead anything that needed shooting, with comandpoints to prevent important rolls goind bad.
There were enough AM models on his half to prevent any meaningul deep strike, and bulgryns dealt with lychguard easily enough, and with the help of rapidfiring gadzillions of lasgns easily ate anything that walked up midfield.
I just don't see any counter to something like that.
Lychguard are an atrocious choice against guard.
I've played a few games now against lists like this.
Won them all.
Here's what you do. You need long range dakka to kill the tanks, and you need it durable. So you need DDA/TA, pylons etc. Destroyers are just pathetic compared to them in this instance.
You need fast units with lots of wounds to take care of conscripts/guard. Scarabs. They wreck face in CC against chaff, have a bucketload of attacks and wounds.
DONT EXPECT TO COME EVEN CLOSE TO TABLING HIM (this isn't 7th anymore ), and expect all but your vehicles to be dead by the end of the game. Warriors die to 200 lasgun shots a turn, even in bricks in cover with a cryptek. You can alpha strike 40 warriors and the Deciever into the frontline as 70% of the time your going first.you need a brutal alpha strike, you need fast units to win by objectives. We have both of these. Play with this in mind and neuter his biggest threats T1.
2 DDA and a stalker are crippling 2-3 tanks a turn, and then they're free to hammer whatever needs it. 40 warriors will put a big dent into lots of things, focus autocannon HWT or anything with plasma. Let your scarabs grab objectives initially, when the their tanks are dead get your vehicles or anything else to soak overwatch (warriors are good here due to RP), and then let your little bugs get to shredding.
So to win against this list you need
Turn 1
DDA's
Stalkers
Pylons
Tesseract Arks
Lots of scarabs
40 warriors and Deciever. (Optional, but Gi them into cover and they're a tough frontline so long as the alpha strike shreds enough dakka t1)
Play to objectives and win against his painfully slow guard, kill the tanks first and then any fast units.
Guard are top tier this edition, but even eldar could be beaten in 7th
So long as you get the alpha strike your fine, play to objectives.
Yea we are safe against tanks, the only things we have to worry about are DS scion plasma spam (fixable by scarab spam) and HWT with autocannons or plasma, as they do 2 damage, so it pretty much negates the QS.
How does the Deceiver's Grand Illusion interact with other "before the first battle round begins" type rules?
I played a game today against a a Guard player with Scout Sentinels (they also have a similar redeploy 9" rule) and it did not seem clear to us which player redeploys first.
We ended up deciding that the player with the first turn should redeploy before the other, but I'm not completely sure thats correct.
torblind wrote: Some scarabs will then hold back and block scions from deep striking? And when done, move up to feed?
Yep I ran 13 in my game the other day and that's was all of my deployment zone on vanguard.
I'm planning on running 36 in the future...
Automatically Appended Next Post:
unbaraki wrote: How does the Deceiver's Grand Illusion interact with other "before the first battle round begins" type rules?
I played a game today against a a Guard player with Scout Sentinels (they also have a similar redeploy 9" rule) and it did not seem clear to us which player redeploys first.
We ended up deciding that the player with the first turn should redeploy before the other, but I'm not completely sure thats correct.
Does anyone have a idea on the correct order?
You roll off, and whoever wins decides the sequencing for things that happen before or after the game, or at the start or end of a battle round.
unbaraki wrote: How does the Deceiver's Grand Illusion interact with other "before the first battle round begins" type rules?
I played a game today against a a Guard player with Scout Sentinels (they also have a similar redeploy 9" rule) and it did not seem clear to us which player redeploys first.
We ended up deciding that the player with the first turn should redeploy before the other, but I'm not completely sure thats correct.
Does anyone have a idea on the correct order?
You roll off, and whoever wins decides the sequencing for things that happen before or after the game, or at the start or end of a battle round.
Thanks for the response!
Can you reference a source for the roll off? Or is this just the classic roll to decide when you disagree with the opponent rule?
Fantastic! I cant believe we missed it before. Much appreciated Klowny.
Here's another Grand Illusion question.
Lets say we've used GI to place a Ghost Ark loaded with Nemesor Zahndrekh 12" away before the first round
On my turn, Zahndrekh can exit the transport and shuffle his 5" forward.
Can he attempt the 7" charge?
If Vargard Obyron is chilling with 10 LychGuard someplace, at the end of the movement phase he and his friends can move to Zakndrekh within a 6" bubble but at least 1" away from the enemy.
Can they attempt the 1" charge?
I mean, its an insane point sink to move those units, but it's technically all good RAW?
Lets say we've used GI to place a Ghost Ark loaded with Nemesor Zahndrekh 12" away before the first round
On my turn, Zahndrekh can exit the transport and shuffle his 5" forward.
Can he attempt the 7" charge?
If Vargard Obyron is chilling with 10 LychGuard someplace, at the end of the movement phase he and his friends can move to Zakndrekh within a 6" bubble but at least 1" away from the enemy.
Can they attempt the 1" charge?
I mean, its an insane point sink to move those units, but it's technically all good RAW?
What you are describing is one of the earlier variations of the "Deceiver Bomb".
It works, but it's just not very efficient. We've since leaned in favor of shooting based alpha strikes.
Lets say we've used GI to place a Ghost Ark loaded with Nemesor Zahndrekh 12" away before the first round
On my turn, Zahndrekh can exit the transport and shuffle his 5" forward.
Can he attempt the 7" charge?
If Vargard Obyron is chilling with 10 LychGuard someplace, at the end of the movement phase he and his friends can move to Zakndrekh within a 6" bubble but at least 1" away from the enemy.
Can they attempt the 1" charge?
I mean, its an insane point sink to move those units, but it's technically all good RAW?
What you are describing is one of the earlier variations of the "Deceiver Bomb".
It works, but it's just not very efficient. We've since leaned in favor of shooting based alpha strikes.
Do you happen to know where in the thread the more modern deceiver bombs are? I was still looking at the old methods.
We never really had any in the past. Forgeworld was our only within codex options, which is why Tau use to be a normal add-in for their optional use of Skyfire.
Now, it is just someone with MWBD giving out +1 to hit as a counter to "Hard to Hit" making infantry hit on normal 3+'s
skoffs wrote: What you are describing is one of the earlier variations of the "Deceiver Bomb".
It works, but it's just not very efficient. We've since leaned in favor of shooting based alpha strikes.
Do you happen to know where in the thread the more modern deceiver bombs are? I was still looking at the old methods.
Everyone kind of came to the consensus that most of the Deceiver Bombs weren't very viable. The combat versions, anyway.
The most common one is just Deceiver + two big units of Warriors. Simple but a pain in the ass for your opponent to deal with.
If you want to be ridiculous you add in a couple Night Scythes or Monoliths and have the shooters disembark on turn one, combining their fire for a decent amount of Dakka.
But really you're probably better off just running it simply. If you want, you could throw in a Ghost Ark with some HQ in it to run up the board to support them turn two. Stick a couple Doomsday Arks in the back field to lend their fire support and you have the core of a list.
How do you guys feel about a 10 man Flayed Ones unit? Is that just too small? I figure that in any list, you would have bigger shooting threats, so if they overreact on the flayed ones and blow them away that's probably fine. It's also nice having something that can deepstrike in and add pressure against a problem unit. I'm just wondering if you need to go all in on a max size squad. I'm also wondering if Deathmarks aren't just better.
For backfield disruption I think Tomb Sentinels or Tomb Stalkers are a better deal than Flayed Ones.
If you can figure out a way to reliable buff a unit of Flayed Ones with an HQ then I think they could be a solid pick. The problem is our HQs are slow except for the CCB.
Egyptian Space Zombie wrote: How do you guys feel about a 10 man Flayed Ones unit? Is that just too small? I figure that in any list, you would have bigger shooting threats, so if they overreact on the flayed ones and blow them away that's probably fine. It's also nice having something that can deepstrike in and add pressure against a problem unit. I'm just wondering if you need to go all in on a max size squad. I'm also wondering if Deathmarks aren't just better.
Efficiency wise they are cost prohibitive for their points.
Warriors in cover with a cryptek and GA nearby can still die very quickly to focused fire, imagine how long an unbuffed lonely squad of flayed ones will last, not that long at all. And a max squad is 420 points, for like 50 more points you can take a tesseract vault or a pylon...
Pepe96 wrote: What do you think about Raven guard chapter tactics? (-1 to any hit rolls)
It makes our tesla weapons pretty useless.
Sort of. Tesla weapons are usually 24" range anyway, and the stronger variants tend to be on fast platforms. Scythes won't care, and annihilation barges generally won't care. Immortals will care though. Note that only infantry, bikes and dreadnoughts get the CT. Vehicles can be targeted normally.
Also, its hit rolls when shooting. For obvious reasons; it ceases to apply when you are 12" away.
Egyptian Space Zombie wrote: How do you guys feel about a 10 man Flayed Ones unit? Is that just too small? I figure that in any list, you would have bigger shooting threats, so if they overreact on the flayed ones and blow them away that's probably fine. It's also nice having something that can deepstrike in and add pressure against a problem unit. I'm just wondering if you need to go all in on a max size squad. I'm also wondering if Deathmarks aren't just better.
I reckon Flayed Ones are more a go big or go home strategy. 40 of them (2x20) seems better to me.
Pepe96 wrote: What do you think about Raven guard chapter tactics?
(-1 to any hit rolls)
It makes our tesla weapons pretty useless.
Had a game with me playing harlequins and the opponent tesla heavy Necrons. He did stop shooting my 'weavers with tesla on vehicles as much as he could. But he was still tossing MWBD on the Immortals so at least they can still proc on 6s.
Pepe96 wrote: What do you think about Raven guard chapter tactics?
(-1 to any hit rolls)
It makes our tesla weapons pretty useless.
Had a game with me playing harlequins and the opponent tesla heavy Necrons. He did stop shooting my 'weavers with tesla on vehicles as much as he could. But he was still tossing MWBD on the Immortals so at least they can still proc on 6s.
An eldar player in the necron thread? I detect a spy!
How do the 8ed eldar/clowns hold up to the Necrons?
Any wisdom you can impart?
Okay, so min sized Warrior units are inadvisable as they're too easy to wipe, thus negating RP.
And QS spam is pretty good because your opponent will have trouble trying to deal with it all.
...
But what if you spam Ghost Arks full of Warriors?
Troops + Transport = 290 points.
In a 2000 point list you can fit six of them, plus a couple of Crypteks (and 4 Scarabs to make it an even 2000). That's one GA+W squad for every objective.
Would something like this actually be able to do much?
Blow up the star weavers, force them to footslog it. Turtle and force them through screens of chaff that they can't fall back past because there is no space.
Scarabs are actually much, much better against harlies than warriors. 9 are cheaper than 10 warriors, and have more wounds, have the mobility to get the charge off, and if not due to map type they are a much more durable screen capable of mitigating their CC damage enough that our guns can blast them off the board. TA and DDA are good here. TA fleshbane flamer and tesla cannon for the players, or high power for the starweavers.
They're an elite army, so put enough shots on them and kablamo
skoffs wrote: Okay, so min sized Warrior units are inadvisable as they're too easy to wipe, thus negating RP.
In a 2000 point list you can fit six of them, plus a couple of Crypteks (and 4 Scarabs to make it an even 2000). That's one GA+W squad for every objective.
Would something like this actually be able to do much?
And than u'll meet a pack of Imperial Knights or 5 Stormravens with Guilliman.
I believe that worriors are great to stand, but they aren't designed for damage dealing.
skoffs wrote: Okay, so min sized Warrior units are inadvisable as they're too easy to wipe, thus negating RP.
In a 2000 point list you can fit six of them, plus a couple of Crypteks (and 4 Scarabs to make it an even 2000). That's one GA+W squad for every objective.
Would something like this actually be able to do much?
And than u'll meet a pack of Imperial Knights or 5 Stormravens with Guilliman.
I believe that worriors are great to stand, but they aren't designed for damage dealing.
Yeah I feel they are casual kings, but in competition, too expensive for what they offer, considering you need max squad size, a GA and a cryptek for them to really be durable, and even then focused fire will wipe all of that off the board quick smart.
Personally, necrons power this edition comes from our vehicles. Fast, durable, hard hitting for relatively cheap. For example, a DDA is only 84 odd points more expensive than 10 warriors, with the same gauss firepower, faster, more durable, more wounds that regenerate, and a massive gun. All with a better save. Warriors look crap next to them.
Every vehicle with a foot troop equivilant is either better than or on par with them (Anni barge).
We also have some of the best chaff in the game, easily spammable, and cheap as chips compared to the rest of the codex. But I've gone on enough about scarabs already.
Considering Ghost Ark, it is better than warriors equivalent . For same price we have 14w with 6T rather than 12w with 4t in a warriors squad. And it can not be destoryed by a low moral, and extremely manurable and so on.
But the main difference is that an infantry unit may be buffed quite high, while a vehicle can not. So i don't personally think that and infantry pick is worst than and vehilce one for the same price.
Is it worth taking 2 stalkers in 2000 points?
Seems that it is not. What You reaaly need is 2 Doomsday cannons.
mrWermut wrote: Considering Ghost Ark, it is better than warriors equivalent . For same price we have 14w with 6T rather than 12w with 4t in a warriors squad. And it can not be destoryed by a low moral, and extremely manurable and so on.
But the main difference is that an infantry unit may be buffed quite high, while a vehicle can not. So i don't personally think that and infantry pick is worst than and vehilce one for the same price.
Is it worth taking 2 stalkers in 2000 points?
Seems that it is not. What You reaaly need is 2 Doomsday cannons.
I have two Doomsday arks - I might sell the second Stalker then, thanks
Pepe96 wrote: What do you think about Raven guard chapter tactics?
(-1 to any hit rolls)
It makes our tesla weapons pretty useless.
Had a game with me playing harlequins and the opponent tesla heavy Necrons. He did stop shooting my 'weavers with tesla on vehicles as much as he could. But he was still tossing MWBD on the Immortals so at least they can still proc on 6s.
An eldar player in the necron thread? I detect a spy!
How do the 8ed eldar/clowns hold up to the Necrons?
Any wisdom you can impart?
I actually play three armies, Necron were my first army, then I got into Khorne Daemonkin Chaos, and then recently Harlequins.
But, yeah once he was able to deal with the Starweavers holding the Troupes, they were easily wiped off the board with the Tesla. The only good thing to know when facing Eldar is to remember that Wraiths fall pretty quickly to Smite Spam, but that is common when facing any army that can cast that.
mrWermut wrote: Considering Ghost Ark, it is better than warriors equivalent . For same price we have 14w with 6T rather than 12w with 4t in a warriors squad. And it can not be destoryed by a low moral, and extremely manurable and so on.
But the main difference is that an infantry unit may be buffed quite high, while a vehicle can not. So i don't personally think that and infantry pick is worst than and vehilce one for the same price.
Is it worth taking 2 stalkers in 2000 points?
Seems that it is not. What You reaaly need is 2 Doomsday cannons.
A GA could be considered a buff for the warriors, while the DDA is a straight comparison.
Additionally, while warriors can be buffed, it's more of a points sink, your looking at a cryptek and lord, so around an extra 100 points, for relatively no damage output, compared to a stalker which is synergistic and has a higher damage output, more survivable and is faster than a footslogging cryptek and lord.
mrWermut wrote: For the same price we have 14w with 6T rather than 12w with 4T in a warriors squad. And it can not be destoryed by a low moral, and extremely manurable and so on.
Huh, I hadn't thought about it like that.
I guess their other downside (in addition to not getting cover as easily) would be contesting objectives with them wouldn't really work, as you need superior numbers there.
Nice point, though.
-If you want Gauss flayers, consider taking a Ghost Ark instead of Warriors. (similar points (170 vs 168) gets you the same amount of wounds, but less shots (10 vs 14) on a faster tougher body with the same save.)
-If you want Tesla, consider taking an Annihilation Barge instead of Immortals. (similar points (146 vs 136) gets you the same amount of wounds but less shots (11 S6-7 vs 16 S5) on a faster tougher body, though a worse save.)
-If you want Heavy Gauss Cannons, consider taking Triarch Stalkers instead of Heavy Destroyers (30 point difference (181 vs 150) gets you 4 more wounds (10 vs 6) and the same shots on a tougher body with the same speed and save.)
Pro: they all get QS.
Con: they all deteriorate in effectiveness.
mrWermut wrote: For the same price we have 14w with 6T rather than 12w with 4T in a warriors squad. And it can not be destoryed by a low moral, and extremely manurable and so on.
Huh, I hadn't thought about it like that.
I guess their other downside (in addition to not getting cover as easily) would be contesting objectives with them wouldn't really work, as you need superior numbers there.
Nice point, though.
-If you want Gauss flayers, consider taking a Ghost Ark instead of Warriors. (similar points (170 vs 168) gets you the same amount of wounds, but less shots (10 vs 14) on a faster tougher body with the same save.)
-If you want Tesla, consider taking an Annihilation Barge instead of Immortals. (similar points (146 vs 136) gets you the same amount of wounds but less shots (11 S6-7 vs 16 S5) on a faster tougher body, though a worse save.)
-If you want Heavy Gauss Cannons, consider taking Triarch Stalkers instead of Heavy Destroyers (30 point difference (181 vs 150) gets you 4 more wounds (10 vs 6) and the same shots on a tougher body with the same speed and save.)
Pro: they all get QS.
Con: they all deteriorate in effectiveness.
But they all regen wounds, and I know it's not much, and RPcan kick in and save you, but it's not reliable. A smart general can work around QS only if he has the specific weapons that aren't too spammed in comparison to lascannons etc, whereas no matter his built/list he can easily negate RP.
In response to holding objectives, if your spamming vehicles, you need screens. Fast screens can rush and hold objectives if you have enough held back to protec the vehicles.
Hopefully they adjust it in the codex, but right now most of our infantry combo's are too cost prohibitive to be competitive, especially when we go up against the nasty lists.
List building tactic question: If we've got six Heavy Support choices in a Spearhead Detachment and an extra 80 points, is it worth adding a Sword-Lord to split / make a second detachment to get an additional Command Point, or to keep it just a single Spearhead and spend the points on 6 Scarabs?
skoffs wrote: List building tactic question:
If we've got six Heavy Support choices in a Spearhead Detachment and an extra 80 points, is it worth adding a Sword-Lord to split / make a second detachment to get an additional Command Point, or to keep it just a single Spearhead and spend the points on 6 Scarabs?
+ Heavy Support + Tesseract Ark [13 PL, 246pts] 2x Tesla Cannon
Tesseract Ark [13 PL, 246pts] 2x Tesla Cannon
Annihilation Barge [7 PL, 146pts]: Tesla Cannon
Annihilation Barge [7 PL, 146pts]: Tesla Cannon
Doomsday Ark [10 PL, 203pts] Doomsday Ark [10 PL, 203pts]
For the first list I would swap the GA for another DDA or Tesseract Ark. If your not using its Re-RP or to carry infantry then use a DDA as you still get the 2 Gauss Arrays but also the Cannon with 2 gun profiles for 33 more points. I'd swap both lords for Toholk for his d3 wounds to a vehicle and invest in more scarabs.
For the 2nd one I would drop a CCB and invest in more Scarabs.
I feel, CP are handy, but at the end of the day, rerolling a dice etc is not as valuable as more models on the table. For eg. A CP reroll might be critical for auto passing ld on 20x warriors, but if it came at the cost of another 10 warriors...
10 warriors can put out more damage than 20 RP'ing, because they are also shooting alongside the 20 T1, in addition to soaking fire from other targets etc.
In my comp list for example, I only have 4 CP, and will be saving them to reroll 1's on my scarab replenishment rolls.
The fight against the Blood Angels went better than expected. Expecially since he brought an entirely different list then what I expected.
Basically we switched roles. I had a force with 2 good cc units and he had a full dakka force...
Who the hell expects when you fight blood angels, that he is bringing 0 close combat units. At the start I had no idea what I was going to do with my Lychguard and Praetorians.
His List:
Spoiler:
Battalion
Librarian
Blood priest
3 tactical squads 2 with plasma cannon 1 with grav cannon.
Devastator squad with 2 lascannons, 2 plasma cannons and a fat baby upgrade.
2 Dreadnoughts with assault cannons
1 tank with assault cannons and 2 heavy bolters (forgot the name)
I got to choose deployment and went for Search and destroy, so that I was as close as possible and my cc units could potentially get in combat with anything.
The mission was "The Relic" which was good for me, as that meant he couldn't go full defensive if he wanted to get near the middle and get that thing.
First turn my Stalker and Ark killed one of his Dreadnoughts he left in the open. The gauss cannons killed a few tact in a building.
His first turn his stormraven flew forwards and divided his shots between my Stalker and immortals. (I hid my Praetorians and lychguard out of sight to wait for an opportunity to counter attack)
after failing 5/6 3up saves (they were in cover with -1 AP), combined with the other shooting from the tank and stormraven killed all my immortals. the Dreadnought and rockets from the stormraven put 6 wounds on my stalker.
He kinda forgot that my Praetorians were flying, so put his stormraven too close. I MWBD the Praetorians with Anrakyr, and moved up.
I took control of the stormraven and shot at some tacticals in a wood (only ones in range), but doing nothing unfortunately. My Stalker and Ark both shot at the stormraven doing 2 or 3 wounds only,
but allowing me to reroll 1's which was crucial for the one shot wristcannon that anrakyr has + the shooting of the praetorians! When I assaulted with the Praetorians he had 5 wounds left, which the praetorians took care of with some slight lucky rolls (anrakyr wasn't in range for +1 attack unfortunately).
He did kill one praetorian (2x 1 wound) in overwatch. I also deepstruck my Deathmarks in a ruin near his bloodpriest trying to stop him from getting the tacticals back up. 20 shots only 1 '6' to wound he saved all the normal hits -_-.
While it was nice to have the option to shoot his characters and deepstrike a shooting squad somewhere, we should expect them to just draw some fire, RP some back and be annoying more than really expect them to remove characters. Unless you get lucky and roll 3/4 6's.
In his turn he fired everything in range at my praetorians now kinda stuck in the open, leaving 3 alive. I even saved my Stalker from dying with a lucky armor save of 6 from shooting of the Dreadnought (damn his 2 damage). and my Deathmarks were reduced to 1 guy (after morale) caused by smite, the other blood angel MW power and 4 bolters of the Dev squad. Altought the Lib did cause himself 1 MW with rolling 2 6's.
In my turn I had some lucky RP rolls: 4 Praetorians returned and 5 Deathmarks. I moved the Lychguard up towards the Relic who were guarding Anrakyr vs potential Flanking stormravens trying to shoot him. And moved Anrakyr + the Praetorians towards the grav cannon tact squad.
the gauss cannons of the ark and Deathmarks (they gave up on the 2+ save priest hiding in cover) finished off the already wounded plasma cannon tact squad, and the Ark and Stalker wounded the tank taking it down to 4 wounds. The scarabs charged the grav cannon squad taking overwatch.
The Praetorians followed. Removing the squad without many problems. The Praetorians consolidated towards the last tact squad which put them into the woods. and the scarabs followed them forming a screen.
In his turn he shot as much as he could at my Praetorians, only killing 3. His Lib blew himself up rolling 2 6's AGAIN! This time he rolled a 5 for his D3 MW perils which he rerolled into a 6 blowing himself up .
He even killed a guy for the dev squad and put wounds on the Tank and Dreadnought. The tacticals charged the scarabs hoping to wipe them and consolidate into the Praetorians, but with 5 tacticals, 1 sarge and 1 heavy weapon dude left 1 scarab alive with 1 wound After seeing 3 Praetorians get back up again, and the Lychguard about to take the relic unopposed, he declared defeat. .
It was a very close game with good and bad rolling on both sides, but his main fault, I think, was puting his Stormraven too close and spreading out his units too much because of my Deathmarks, which really underpreformed.
That meant he couldn't bring enough dakka to finish my Stalker or Praetorians allowing me to keep the reroll 1 to hit for the entire game (which really helped my TA) and allowed my Praetorians to jump from squad to squad weathering the incomming fire.
He did learn a lot, but I guess he insulted the Sanguinor by not bringing any cc units .
Tesla is much more relevant this edition since our overlords have the ability to give +1 to hit, which causes tesla to kick in on 5+ on the die.
That being said, it depends what you are up against. Tesla for most hordes, if you are hitting things with armor saves to speak of and can keep them alive in rapid fire range, then blasters.
Invest in a pin vice and put a little dot of red paint on the wrist then dry fit them so the dot marks the same spot on both sides in the ideal pose, then drill little holes there and put a tiny length of paper clip or stapler staple glued to one side and snugly dry fit it into the other side, or fit it with soft generic elmer's school glue instead of super glue so it can be broken and separated easily later. It's basically a cheaper way to magnetize different options and it works on fits too thin to hold a magnet like an immortal wrist.
Whether gauss or tesla is better depends a lot on the popularity of -1 to hit effects like horror spam, flyer spam, raven guard chapter tactics etc. and also on the prevalence of cover bonuses on tables and also on if we ever get cheaper transports to help guarantee rapid fire ranges, so i wouldn't marry either option if i could help it.
So, it just occurred to me that you can use a ghost ark to prevent a warrior squad from getting wiped by placing the squad in the GA, letting them get back up to 10 models, have them leave the transport and then just let them gain back models on the field. So if you have something like 2-4 squads around the ark, rotating them around whenever they take too many casualties, you can have a rather durable little phalanx with just one ark.
As a defensive formation it might be great to lock down your backfield or sit on an important objective, but it's going to be pricey.
CthuluIsSpy wrote: So, it just occurred to me that you can use a ghost ark to prevent a warrior squad from getting wiped by placing the squad in the GA, letting them get back up to 10 models, have them leave the transport and then just let them gain back models on the field.
So if you have something like 2-4 squads around the ark, rotating them around whenever they take too many casualties, you can have a rather durable little phalanx with just one ark.
As a defensive formation it might be great to lock down your backfield or sit on an important objective, but it's going to be pricey.
That ark won't last long. It's basically ensuring a turn where your warriors get less focused. Min 2 maaaaaaaybe 3 for 4 squads
Automatically Appended Next Post: But otherwise yes I agree, very durable
You could still take large warrior units for this to work. Just cycle them in and out of the GA when they get below 10.
I, personally, already considered this and don't think it's worth it, due to how the embark/disembark rules work now.
You embark/disembark before movement so you lose a round of shooting to gain back 2 maybe 3 warriors. Not a great trade off in my opinion....especially because as soon as you disembark they'll be focus fired and wiped.
punisher357 wrote: You could still take large warrior units for this to work. Just cycle them in and out of the GA when they get below 10.
I, personally, already considered this and don't think it's worth it, due to how the embark/disembark rules work now.
You embark/disembark before movement so you lose a round of shooting to gain back 2 maybe 3 warriors. Not a great trade off in my opinion....especially because as soon as you disembark they'll be focus fired and wiped.
I think it could work actually. Say you have a unit of 15. They get shot down to 3, in your turn you fck up your first rp roll and get only 2 back. You embark them in the transport. The second rp roll then bumps them up to 9 or so. The transport weathers a round of shooting, or the enemy is forced to focus your second full warrior squad of 15/20 warriors. In your turn again the first roll can only take them up to 10, you then disembark them and the second RP can get them back up further before firing again. And the ark is free to do it again if needed.
We also got voidblades to grant an extra ttack and be worth the 3 point upgrade from hyperphase swords and it buffs particle caster triarchs and fw arcanthrites.
Sadly the updated rulebook faq has clarified that collars of khorne and gloom prisms do indeed have a 24" range and we are actually supposed to, insanely, track fled models separately from slain models and they don't get to reanimate which seems insane given it's now the only place out of all abilities that effect slain models in the game to care and track that.
Q: Can Necrons that have fled the battlefield return using
Reanimation Protocols?
A: No. This ability only allows models that were slain to
return, not models that have fled.
Yeah the fleeing/dying distinction is an unnecessary complication in all cases it shows up in the new FAQ batch: Battleshocked models are removed from play, making them for every game purpose dead except now apparently not I guess.
I don't see what's so complicated about distinguishing dead models from models in need of repair. Just knock down the broken ones and remove the fleeing / phased out ones. Just as necrons always have done.
"If you are playing a matched play game, you can
only include an understrength unit in an Auxiliary
Support Detachment."
So you can't go 9 warriors 1 HQ unless you give up a cp for the aux detachment.
Voidblades: ‘Each time the bearer fights, it can make one additional attack with this weapon.’
They do have a purpose! And Praetorians with voidblades are the better choice again against squishier/more numerous targets then MEQ/TEQ.
Q: Can Necrons that have fled the battlefield return using
Reanimation Protocols?
A: No. This ability only allows models that were slain to
return, not models that have fled.
That's a big nerf to 20 strong warrior squads... and a big buff to the +1 Ld Warlord trait.
And to Lords, as that morale reroll could save a few. I think the ruling to morale was to be expected. Otherwise RP would be too good of an ability. It's easier to think about if you consider the morale rules to be like the 3rd ed phase out rule, except on a smaller scale.
But if this ruling extends out to apothecarys and spriit of the martyr then a good 4 armies now need to start tracking losses in an overly complex way where like a devastator squad that loses 6 models you better remove one of the heavy weapons because if you wait for the morale roll to lose them then the apothecary can't bring them back and it's just an annoyance. It's not like the difference will be large enough to swing any games with how easy it is to negate morale losses, it's just meaningless book keeping in the edition that's trying to push simplified rules and faster games. I like being able to just point at a unit at the top of the turn and count how many models it's missing, this chore makes me not want to bother playing my crons at all.
Removing morale failures from RP was totally uncalled for. Skilled opponents are easily plucking necron armies apart army by army, and it involves unnecessary bookkeeping.
Welcome to 3rd to 5th ed, where you had to keep track of necron losses anyway to see how many rolls you had to make.
Even in 3rd ed there were ways of cancelling WBB. This is no different.
For newer players it might seem awkward, maybe even for older ones who don't like that aspect of the army, but for players like me it doesn't really change anything
vipoid wrote: I'd be less bothered if they hadn't also removed RPs from all HQs.
Yeah, that is annoying. Every model now basically has ever-living from 5th ed, so they could have added in that characters can always come back. I guess it makes sense though; if that were the case then you could never kill characters. Would certainly be fluffy, but can you imagine the whining that would ensue? You already have people complaining about RP now.
I can't believe they STILL haven't addressed all the issues with vehicles! - Whether Night Scythes and Monoliths can take Szeras, Anrakyr, and Praetorians (Ghost Arks, too, for the HQ). - Whether things can move after "disembarking" from Monliths and Night Scythes. - Whether Ghost Arks are supposed to be open topped or not. - If Doom Scythes were purposely given bad shooting or if that was a mistake. etc.
skoffs wrote: I can't believe they STILL haven't addressed all the issues with vehicles! - Whether Night Scythes and Monoliths can take Szeras, Anrakyr, and Praetorians (Ghost Arks, too, for the HQ). - Whether things can move after "disembarking" from Monliths and Night Scythes. - Whether Ghost Arks are supposed to be open topped or not. etc.
The first one is pretty cut and dry as it specifically refers to the key word. Ditto for the second one as they aren't transports. I think that might be intended by this point.
I think the lack of the open topped rule is intended as well. Remember, the warriors aren't supposed to be active, they are supposed to be under repair. It makes sense then that they would be able to shoot out. The Ghost Arks are less like Raiders now, and more like mobile repair depots. Which I approve of.
vipoid wrote: I'd be less bothered if they hadn't also removed RPs from all HQs.
Yeah, that is annoying. Every model now basically has ever-living from 5th ed, so they could have added in that characters can always come back.
I guess it makes sense though; if that were the case then you could never kill characters. Would certainly be fluffy, but can you imagine the whining that would ensue?
You already have people complaining about RP now.
There are plenty of things they could do about that though.
One possibility would be that Necron characters can only roll for RPs if there's a friendly Necron unit within 3" of them at the start of the turn (so if the enemy kills anything nearby, they can't reanimate). Or say that they can't reanimate if an enemy is within 3".
Another would be that if they roll a 1 or 2 for RPs they're removed permanently. You could then mess around with this more - e.g. characters with a phylactery can add 1 to the roll, characters with a Resurrection Orb can reroll it (the latter would make Resurrection Orbs useful even after having been activated). There could also be a -1 penalty if an enemy unit is within 3".
There are plenty of options for allowing RPs on characters whilst still allowing them to either be permanently destroyed or permitting tactical options to guarantee that they don't come back.
So Rod Praetorians for anti elites and Blade Praetorians for anything less? I still don't know if they're worth it.
For all CC options I basically gotta ask myself, "Can this unit perform better than equal its points in Scarabs?"
In this case, 10 Praetorians (350) cost practically the same as 27 Scarabs (351). ... To me that would be no contest, but maybe the math might say otherwise.
Blade* Praets: M10" Bs3+ Ws3+ S5 T5 W2 A3* Ld10 Sv3+ AP-3 (RP, fly, "fearless", can shoot) Scarabs: M10" Bs3+ Ws3+ S3 T3 W3 A4 Ld10 Sv6+ AP0 (wounds everything on a 5+, 108 attacks on 81 wounds is a LOT)
I still don't know if they're worth it.
(for all CC options I basically gotta ask myself, "Can this unit perform better than equal its points in Scarabs?")
I think the lack of <dynasty> still hurts them a lot.
The Monoliths "Portal of Exile" (that hurts charging units), now only activates on successful charges.
I didn't notice it previously would always that roll, and it makes more sense this way and probably what they intended although technically its a nerf.
Still it must be the case that I can keep rolling for every units that charges it, regardless if its already locked in combat?
torblind wrote: The Monoliths "Portal of Exile" (that hurts charging units), now only activates on successful charges.
I didn't notice it previously would always that roll, and it makes more sense this way and probably what they intended although technically its a nerf.
Still it must be the case that I can keep rolling for every units that charges it, regardless if its already locked in combat?
No. it says finishes a charge move. If its already within 1" its not a charge move. If it just needed 1" that would be hilariously powerful, as then you can charge infantry with the monolith and turn it into a Roomba of death.
Actinium wrote: But if this ruling extends out to apothecarys and spriit of the martyr then a good 4 armies now need to start tracking losses in an overly complex way where like a devastator squad that loses 6 models you better remove one of the heavy weapons because if you wait for the morale roll to lose them then the apothecary can't bring them back and it's just an annoyance. It's not like the difference will be large enough to swing any games with how easy it is to negate morale losses, it's just meaningless book keeping in the edition that's trying to push simplified rules and faster games. I like being able to just point at a unit at the top of the turn and count how many models it's missing, this chore makes me not want to bother playing my crons at all.
it def applies to Marines
Q: If a model flees from an Adeptus Astartes unit, can anApothecary use its narthecium to return a model to the unit?
A: No, the narthecium can only be used to return slain models to a unit.
I imagine they will get around to other Factions and subfactions eventually
skoffs wrote: So Rod Praetorians for anti elites and Blade Praetorians for anything less?
Blade praetorians are looking a lot more attractive, I think. Now that they're not just rod praetorians with worse guns.
They're still putting out the same number of S5 AP-3 attacks (rod = 1 shot+2 melee, blade = 3 melee).
Blade gets a bonus pistol shot, so that's cool. But Rod gets the benefit of probably not having as many things shooting them in overwatch, what with its superior initial shooting before charging probably taking a few things out.
Once engaged in a combat that lasts longer than one round the Blades win out, though.
torblind wrote: The Monoliths "Portal of Exile" (that hurts charging units), now only activates on successful charges.
I didn't notice it previously would always that roll, and it makes more sense this way and probably what they intended although technically its a nerf.
Still it must be the case that I can keep rolling for every units that charges it, regardless if its already locked in combat?
No. it says finishes a charge move. If its already within 1" its not a charge move.
If it just needed 1" that would be hilariously powerful, as then you can charge infantry with the monolith and turn it into a Roomba of death.
What do you mean? Certainly every unit that charges it (succesfully I should have added) will suffer a roll for Portal of Exile the way its currently worder? (As opposed to overwatch fire)
skoffs wrote: So Rod Praetorians for anti elites and Blade Praetorians for anything less?
Blade praetorians are looking a lot more attractive, I think. Now that they're not just rod praetorians with worse guns.
They're still putting out the same number of S5 AP-3 attacks (rod = 1 shot+2 melee, blade = 3 melee).
Blade gets a bonus pistol shot, so that's cool. But Rod gets the benefit of probably not having as many things shooting them in overwatch, what with its superior initial shooting before charging probably taking a few things out.
Once engaged in a combat that lasts longer than one round the Blades win out, though.
Still you have better ways to adapt to your needs. The sword and pistol option looks way better against Tyranid critters for example (gaunts and genestealers), they may also not offer any overwatch fire.
torblind wrote: The Monoliths "Portal of Exile" (that hurts charging units), now only activates on successful charges.
I didn't notice it previously would always that roll, and it makes more sense this way and probably what they intended although technically its a nerf.
Still it must be the case that I can keep rolling for every units that charges it, regardless if its already locked in combat?
No. it says finishes a charge move. If its already within 1" its not a charge move.
If it just needed 1" that would be hilariously powerful, as then you can charge infantry with the monolith and turn it into a Roomba of death.
What do you mean? Certainly every unit that charges it (succesfully I should have added) will suffer a roll for Portal of Exile the way its currently worder? (As opposed to overwatch fire)
Oh I get what you mean. Yeah, it would seem that even if the monolith is locked in combat, then it can use the portal of exile if it gets charged by another unit.
I guess it spins around or something. Keep in mind though that as it has the fly key word, it can always leave combat, still shoot everything at full effectiveness, and force your opponent to charge it again.
Okay, good, but... where do we send our things to be sure they'll listen to them?
There's some thing we're really hoping they'll fix in the codex, and I'm worried we might not have much more time to let them know/get them to potentially address things before the book is finalized.
Okay, good, but... where do we send our things to be sure they'll listen to them?
There's some thing we're really hoping they'll fix in the codex, and I'm worried we might not have much more time to let them know/get them to potentially address things before the book is finalized.
Well, I think the most important thing is for constructive mature conversations about things - saying "this unit sucks, and is fail! gw has jumped the shark" or "nerf that op dude, he is too balls"
Supposedly GW does pay attention to things on the internet (after all, they did catch on about the flyer spam) so I am sure that threads or commentary which is constructive will get more weight than just whining (like a lot of the earlier posts in the current thread, or you think it was bad here, go look at some of the tau threads).
Also, they have just proven that they can get very creative in how they do nerfs - I mean, who would have thought the way to nerf stormraven spam would have nothing to do with the storm raven itself (unless they would have been too embarrassed to make a change to something comes out in a codex next week....).
Also, I don't think they pay too much attention to mathhammer - and honestly, I think players weight it too much.
Some things such as secondary powers or mobility totally change the context of analysis.
I do think however, a few units could use some adjusting;
Most tanks are about 200 points or a bit below, so I could see the DDA either geting a minor decrease, or preferably, +1 Toughness and a better save.
(yes, I know, it was open topped - but it is made out of nearly indestructible living space metal that makes cermaite look like playdough).
Warscythes really need a boost - they are supposed to be excellent anti-vehicle weapons - kind of like big knife versions of thunder hammers - but with the necrons mechanical strength are not unwieldy. In fact, the exact same stats of the thunder hammer would be perfect - with this addition; "Models with a STR value less than 5 must subtract 1 when rolling to hit with this weapon".
Warscythes really need a boost - they are supposed to be excellent anti-vehicle weapons - kind of like big knife versions of thunder hammers - but with the necrons mechanical strength are not unwieldy. In fact, the exact same stats of the thunder hammer would be perfect - with this addition; "Models with a STR value less than 5 must subtract 1 when rolling to hit with this weapon".
Yeah, everyone who can take a warscythe is S5.
That caveat penalizes no one.
I would not have a penalty, but instead have it deal an additional D3 damage against vehicles.
The Warscythe historically was better against vehicles than infantry. In 3rd - 4th ed they dealt 2d6 pen against vehicles. No strength bonus, but it ignored invuls. In 5th ed it was still 2d6 armor, except with +2S instead of no invuls. When 6th ed came around they FAQ'd it to have AP1 It was in 6-7th ed that they went nuts and gave it fleshbane and armorbane, iirc. Those editions are convoluted overblown garbage though, so it doesn't count.
7th only had armorbane. The voidreaper (artifact) had fleshbane too. And mastercrafted.
Automatically Appended Next Post: But yeah, it was a can opener
Automatically Appended Next Post:
skoffs wrote: So Rod Praetorians for anti elites and Blade Praetorians for anything less?
I still don't know if they're worth it.
For all CC options I basically gotta ask myself, "Can this unit perform better than equal its points in Scarabs?"
In this case, 10 Praetorians (350) cost practically the same as 27 Scarabs (351).
...
To me that would be no contest, but maybe the math might say otherwise.
Blade* Praets:
M10" Bs3+ Ws3+ S5 T5 W2 A3* Ld10 Sv3+ AP-3 (RP, fly, "fearless", can shoot)
Scarabs:
M10" Bs3+ Ws3+ S3 T3 W3 A4 Ld10 Sv6+ AP0 (wounds everything on a 5+, 108 attacks on 81 wounds is a LOT)
It must be mentioned that praetorians allow for concentration of power. You cannot physically fit 27 scarab bases into CC the same way you can 10 praets.
If your situation suggests it, those bases could certainly serve better purposes elsewhere, but the straight up comparison comes with that not unimportant caveat.
Automatically Appended Next Post: I have updated dice-hammer.com with feeder mandibles to better compare the output of scarabs vs praetorians for example. Just switch to Melee, punch in stats for scarabs, check the 5+ checkbox, (information is all in the tooltips), then add a new army (not just unit), punch in the stats for pistol swoard praetorians, bump Attacks to 3 and compare by flicking forth and back. 27 scarab bases is huge, though of course cannot physically fit in the same CC as 10 praets. If you allow the 10 praets a turn of shooting, they're definitely in the same league
The Warscythe historically was better against vehicles than infantry.
In 3rd - 4th ed they dealt 2d6 pen against vehicles. No strength bonus, but it ignored invuls.
In 5th ed it was still 2d6 armor, except with +2S instead of no invuls. When 6th ed came around they FAQ'd it to have AP1
It was in 6-7th ed that they went nuts and gave it fleshbane and armorbane, iirc. Those editions are convoluted overblown garbage though, so it doesn't count.
It's just silly it would do more to vehicles because.
Also it didn't have Fleshbane at all outside a specific artifact.
Think there is a fair bit of hyperbole in here about tracking fleeing deaths vs actual deaths. We already have to track turn kills seperate to game kills for the purposes of RPs, this isn't that hard to do. Models that flee via morale can very easily just be put in your foam tray (or whatever you use to transport your models) off the board. Super simple.
Love the monolith change, always hitting on a 3+ (Before profile depreciation of course) with its wealth of guns is a huge buff. Also like the change to the Blade, makes it on Praets a very appealing prospect.
I just ran 27 scarabs and 9 tomb blades in a 1k list vs orks, wanted to see how my scarabs stack up against one of the hordes.
Scarabs are phenomenal, against everything that's not 30 boys. That amount of boys just put out too many saves for us to cope with, but units of 10-15 are food for 9 scarabs.
Tomb blades. Hilariously lethal, durable, and fast. Did so well, on statistically average rolls that I'm dropping my sentry pylon for some blades (coinciding with flyer nerf).
I just have a dilemma now of balancing scarabs to TB.
I can run 4x 9 scarabs and 6 TB w/scopes and vanes, or 3x 9 scarabs and 8-9 blades w/no canes and a couple of scopes..
Are vanes and scopes worth it over another set of guns?
In casual games I feel scopes are good, considering in my group we play with a lot of terrain. But I haven't seen many comp boards (I haven't seen many) with a lot of terrain.
Vanes are more expensive, and roughly equate to another whole TB.
skoffs wrote: So is there much point to putting the Voidblade on our HQ now?
Well, if you have Anrakyr with another HQ then the HQ (let's say Overlord) has 3 attacks basic +1 for the VoidBlade and another +1 for Anrakyr if he in range. That would be 5 attacks with strg 5 AP -3 D 1.
I suppose it all depends on if your bring HQs that can take them, other HQ or units that buff attacks and if you want a CCHQ whos main targets are infantry and light armour vehicles.
I will probably give one to my Lord's in case the warriors he usely with gets CC and need extra help to get out of it.
Klowny wrote: I just ran 27 scarabs and 9 tomb blades in a 1k list vs orks, wanted to see how my scarabs stack up against one of the hordes.
Scarabs are phenomenal, against everything that's not 30 boys. That amount of boys just put out too many saves for us to cope with, but units of 10-15 are food for 9 scarabs.
Tomb blades. Hilariously lethal, durable, and fast. Did so well, on statistically average rolls that I'm dropping my sentry pylon for some blades (coinciding with flyer nerf).
I just have a dilemma now of balancing scarabs to TB.
I can run 4x 9 scarabs and 6 TB w/scopes and vanes, or 3x 9 scarabs and 8-9 blades w/no canes and a couple of scopes..
Are vanes and scopes worth it over another set of guns?
In casual games I feel scopes are good, considering in my group we play with a lot of terrain. But I haven't seen many comp boards (I haven't seen many) with a lot of terrain.
Vanes are more expensive, and roughly equate to another whole TB.
Is 9 w/ 3+ better than 8 w/4+?
Were you running Tesla or Gauss on the TBs? Still cant decide on which is the way to go with them, in the process of magnetising the guns.
With the Shieldvanes question, something to consider is having a variety of loadouts within the unit. For instance in those 6 you could take 2 with Vanes, 2 naked and 2 with Shadowlooms (replaces the Scope but doesnt seem that huge a deal tbh). If you get shot with a high AP big dmg weapon, allocate the wound to the 5++ model. If you are getting shot with no AP guns, allocate the wounds to the Vanes TBs. The fact that we can mix and match the load out opens up solid options.
If you get shot with a high AP big dmg weapon, allocate the wound to the 5++ model. If you are getting shot with no AP guns, allocate the wounds to the Vanes TBs. The fact that we can mix and match the load out opens up solid options.
That is a really good idea actually. Field 6 Tomb Blades, have 2 with 5++ to take high AP weapon and normal 3+ saves against on AP weapons. I like it, I like it a lot. The only problem is you will probably need to have 1 5++ with Gauss and the other 5++ with Tesla so you can choose which Gun you'd rather lose too take the AP.
I actually have not used TB yet in 8th. They were my most used model in 7th and now they are just gathering dust along with my Monolith, Wraiths, Lynchguard and Praetorians.
Voidblade is easily the default choice over Warscythe now. The difference between S5 and S7 is so small as to not outweigh the benefits of +1A, and it's 5 points cheaper. Necron HQs suffer from lack of attacks. This makes OLs and Lords much better.
Halfpast_Yellow wrote: Voidblade is easily the default choice over Warscythe now. The difference between S5 and S7 is so small as to not outweigh the benefits of +1A, and it's 5 points cheaper. Necron HQs suffer from lack of attacks. This makes OLs and Lords much better.
Maybe. Against multiple wound models the warscythe is better, as with the warscythe you have 4 potential kills (assuming each model is 2w), whereas with the voidblade you have 2 kills and one wounded. The voidblade is the better choice against single wound T4 infantry, however. Warscythe hurts T3 on a 2+ and T7 on a 4+ though, so its got that going for it.
Halfpast_Yellow wrote: Voidblade is easily the default choice over Warscythe now. The difference between S5 and S7 is so small as to not outweigh the benefits of +1A, and it's 5 points cheaper. Necron HQs suffer from lack of attacks. This makes OLs and Lords much better.
The Warscythe does have better AP and twice the damage of the Voidblade though.
Halfpast_Yellow wrote: Voidblade is easily the default choice over Warscythe now. The difference between S5 and S7 is so small as to not outweigh the benefits of +1A, and it's 5 points cheaper. Necron HQs suffer from lack of attacks. This makes OLs and Lords much better.
The Warscythe does have better AP and twice the damage of the Voidblade though.
Against most infantry those stats are wasted. Would be great against primaris and terminators though.
Yeah but you don't want your lone hq running against a terminator squad by himself or he's toast. So then you're talking about sinking more points into lychguard or flayed ones, praets, scarabs, or wraiths.
Which is why you don't charge the terminators with the lord. You either charge the terminators with another unit to soak overwatch, then send in the lord, or wait until the terminators charge a unit, and then send in the lord through heroic intervention.
What's wrong with sinking more points into those units? What else are you going to make your army out of?
Scarabs are cheap too. I love those little bugs.
On an Overlord, the Voidblade might be a better choice as it gives him +33% attacks (and he's mostly a backfield buffer anyway).
On a Destroyer Lord, a Voidblade only gives him +25% attacks. And, with his better mobility, you might want him to be able to help out in combat where needed (so a Warscythe would probably be better for the versatility). You could also make an argument for the SoL to make use of his reroll buff.
I ran Gauss, my list needs more dakka, and tesla isn't as hot on them as it is on Immortals. Still a bucketload of dakka, but the -2 ap and also ignoring cover is brutal.
In my list I plan to hide them near the pylon for its 5++ until it's safe to scamper out and kill stuff/grab objectives.
What's better if points are tight, ignores cover or 3+? I can't decide ATM, the extra whole TB is nice but then they're all pretty much naked. I feel 1 less with a better save is overall better.
vipoid wrote: I think it might also depend on the body.
On an Overlord, the Voidblade might be a better choice as it gives him +33% attacks (and he's mostly a backfield buffer anyway).
On a Destroyer Lord, a Voidblade only gives him +25% attacks. And, with his better mobility, you might want him to be able to help out in combat where needed (so a Warscythe would probably be better for the versatility). You could also make an argument for the SoL to make use of his reroll buff.
You don't really want the overlord in combat that much anyway. Too slow and too valuable.
The Destroyer lord is more of a fighter due to his rerolls, toughness and speed.
vipoid wrote: I think it might also depend on the body.
On an Overlord, the Voidblade might be a better choice as it gives him +33% attacks (and he's mostly a backfield buffer anyway).
On a Destroyer Lord, a Voidblade only gives him +25% attacks. And, with his better mobility, you might want him to be able to help out in combat where needed (so a Warscythe would probably be better for the versatility). You could also make an argument for the SoL to make use of his reroll buff.
You don't really want the overlord in combat that much anyway. Too slow and too valuable.
The Destroyer lord is more of a fighter due to his rerolls, toughness and speed.
To be honest, I usually don't want either of them in combat. With weapons doing multiple wounds and the loss of RPs on HQs, the Destroyer Lord is looking a lot more vulnerable.
vipoid wrote: I think it might also depend on the body.
On an Overlord, the Voidblade might be a better choice as it gives him +33% attacks (and he's mostly a backfield buffer anyway).
On a Destroyer Lord, a Voidblade only gives him +25% attacks. And, with his better mobility, you might want him to be able to help out in combat where needed (so a Warscythe would probably be better for the versatility). You could also make an argument for the SoL to make use of his reroll buff.
You don't really want the overlord in combat that much anyway. Too slow and too valuable. The Destroyer lord is more of a fighter due to his rerolls, toughness and speed.
To be honest, I usually don't want either of them in combat. With weapons doing multiple wounds and the loss of RPs on HQs, the Destroyer Lord is looking a lot more vulnerable.
That's why you never send him in alone. Always have an entourage with him to draw fire. Its the same with most characters. It would be nice if they introduced CC destroyers. I never understood why destroyers were always shooty, when in all of their appearances in the fluff they are portrayed as murder obsessed killing machines. Even in 5th the necron codex stated they would shoot the enemy, then charge the survivors, but rules wise they are mediocre in CC. Giving them melee weapons would be great. They would be like mobile lychguard, except without the bodyguard rule and shield option. Is there a suggestion box or something like that now? Apparently GW actually listens to feedback, so maybe we can have pariahs and proper necron vehicles if we ask them.
Now that I think of it, the staff of light is probably the best choice on the destroyer lord, as he can use his fly keyword to its fullest potential.
- He can kite with it - he can hide behind other necrons and shoot with it - he can shoot, charge, disengage and shoot again with it
It would be nice if they introduced CC destroyers. I never understood why destroyers were always shooty, when in all of their appearances in the fluff they are portrayed as murder obsessed killing machines. Even in 5th the necron codex stated they would shoot the enemy, then charge the survivors, but rules wise they are mediocre in CC.
Giving them melee weapons would be great. They would be like mobile lychguard, except without the bodyguard rule and shield option.
Alternatively, let the Destroyer Lord be good with Wraiths again.
Overlords will also benefit from the SoL as it allows them to supplement the firepower of the troops they are buffing, but it won't be as efficient on them as Destroyer Lords.
If you can find the points for it, do it, but if you are having trouble getting points you might as well swap it out for a cheaper option.
That's my analysis of it, ymmv.
The thing about CC destroyers is that they would benefit from the destroyer lord's buff, resulting in a great synergistic combo.
Wraiths lack that synergy. There really needs be something that gives buffs to canopteks.
Personally I never understood why Destroyers only ever took Gauss cannons for shooting when the same gun is often swapable on Vehicles for the Tesla cannon. (or the Particle Beamer for cheaper way to run them? or maybe a smaller Heatray variant?)
The Canoptek buff is sure to be coming in the codex.
They most assuredly already have something planned, but if we knew where to give feedback that would be cool.
CthuluIsSpy wrote: The thing about CC destroyers is that they would benefit from the destroyer lord's buff, resulting in a great synergistic combo.
I guess, but his buff is useless in combat so I can't see it making much difference in that regard.
Oh wow, it is. I forgot about that caveat Its still awkward to have a unit that really wants to shoot paired up with a unit that really wants to melee though.
It pretty much makes the staff of light the best option for synergy, really.
Automatically Appended Next Post:
skoffs wrote: Personally I never understood why Destroyers only ever took Gauss cannons for shooting when the same gun is often swapable on Vehicles for the Tesla cannon. (or the Particle Beamer for cheaper way to run them? or maybe a smaller Heatray variant?)
The Canoptek buff is sure to be coming in the codex.
They most assuredly already have something planned, but if we knew where to give feedback that would be cool.
True, that is kind of odd. You'd think the most murderous of the necrons would not be picky in their choice of weapons.
Another one for the suggestion box then.
Klowny wrote: I ran Gauss, my list needs more dakka, and tesla isn't as hot on them as it is on Immortals. Still a bucketload of dakka, but the -2 ap and also ignoring cover is brutal.
In my list I plan to hide them near the pylon for its 5++ until it's safe to scamper out and kill stuff/grab objectives.
What's better if points are tight, ignores cover or 3+? I can't decide ATM, the extra whole TB is nice but then they're all pretty much naked. I feel 1 less with a better save is overall better.
Dropping the sentry pylon isn t enough for 6 TB w/vanes. What else are you taking out? Paying for TB with 2 Gauss and Vanes add up quick
Klowny wrote: I ran Gauss, my list needs more dakka, and tesla isn't as hot on them as it is on Immortals. Still a bucketload of dakka, but the -2 ap and also ignoring cover is brutal.
In my list I plan to hide them near the pylon for its 5++ until it's safe to scamper out and kill stuff/grab objectives.
What's better if points are tight, ignores cover or 3+? I can't decide ATM, the extra whole TB is nice but then they're all pretty much naked. I feel 1 less with a better save is overall better.
Dropping the sentry pylon isn t enough for 6 TB w/vanes. What else are you taking out? Paying for TB with 2 Gauss and Vanes add up quick
Yep your right, I dropped the second spyder, the particle Beamers from the one I kept on. I was thinking initially that each spyder could regen a scarab base a turn to each unit, but alas that's not possible. I kept him in there after that as an extra d3 vehicle regen, but I figure 6 blades is a better option. I don't see flyers being as prominent, and my pylon is still good for AA. TB definetly put out more damage, and if I keep them near the pylon they have a 4+ RP . I also took two scarab squads from 9 to 8 so I could have 6 TB with vanes and scopes. And I still have one spyder so that's 2d3 vehicle regen a turn instead of 3d3. Finally the way I position my arks you cannot actually draw LoS to my spyder, so he is relatively safe from most armies. If the spyder is getting into CC my armies pretty much dead anyway.
Automatically Appended Next Post: 6 TB w/ vanes and scopes is only 300 points, not actually that expensive considering what they offer. They are my favourite unit in the book hands down as of today.
Does the new voidblade rule and better BS on the Monolith raise the grades in the OPs 1st post on the Praetorians and Monolith? Or not enough to move the needle?
The Monolith: At 381 points (more than Bobby G), the save at normal SM troop of 3+ save with no invuln and firepower below what get for the points elsewhere…. you still will never see them in a list outside of Narrative Play. I think we can only hope that a codex will bring the price down or add some rules that make them worth taking.
Crossing my fingers.
Dew wrote: Does the new voidblade rule and better BS on the Monolith raise the grades in the OPs 1st post on the Praetorians and Monolith? Or not enough to move the needle?
Both still only register "okay" at best, as far as I can tell, but I'm open to suggestion.
Dew wrote: Does the new voidblade rule and better BS on the Monolith raise the grades in the OPs 1st post on the Praetorians and Monolith? Or not enough to move the needle?
Both still only register "okay" at best, as far as I can tell, but I'm open to suggestion.
The praetorians were already good. The fact that their weapon got buffed should definitely increase their value as they are even more versatile now since people are more inclined to bring them against more numerous 4+ save troops.
The monolith actually has 6 rapid firing gauss mortals build in now +the particle whip on top of that. I'd say he deserves slightly more love, event hough he is still slightly overpriced.
Nagerash wrote:The monolith actually has 6 rapid firing gauss mortals build in now +the particle whip on top of that. I'd say he deserves slightly more love, event hough he is still slightly overpriced.
Still has puny 3+ for such kind of a vehicle. Seriosly, take a look at the Landa Raider. 2+ , 4x laser cannons, solid transport and awesome fire superiority. What we have here? bunch of gauss rifles? A useless portal? meh
Nagerash wrote:The monolith actually has 6 rapid firing gauss mortals build in now +the particle whip on top of that. I'd say he deserves slightly more love, event hough he is still slightly overpriced.
Still has puny 3+ for such kind of a vehicle. Seriosly, take a look at the Landa Raider. 2+ , 4x laser cannons, solid transport and awesome fire superiority. What we have here? bunch of gauss rifles? A useless portal? meh
Can the Landraider deep strike, fire at 5 different targets (the monolith has a particle whip, remember, with a guaranteed 6 shots), have a door that eats people and regenerates a wound per turn? And bring on whole infantry units onto the field with no limit to squad size? That portal is not useless. It's pretty much a charge deterrent against infantry. They can't walk up and fist it without potentially taking some casualties.
The monolith is much better against infantry than the landraider, and can be anywhere you want it to be. The landraider has a better save because it needs it; it has to drive to where you to it to be. The monolith can just be dropped down. All what the monolith needs is its old traditional ability of teleporting units from the field to its door and its power of dragging units out of close combat, and it will be back to its former glory.
I still think the biggest problem in our codex is the overcosted units.
That's a huge issue with destroyers, flayed ones, and ghost arks. However, it becomes even more glaringly obvious when you look at the monolith, tesseract vault, or obelisk.
The monolith actually has 6 rapid firing gauss mortals build in now +the particle whip on top of that. I'd say he deserves slightly more love, event hough he is still slightly overpriced.
The monolith actually has 6 rapid firing gauss mortals build in now +the particle whip on top of that. I'd say he deserves slightly more love, event hough he is still slightly overpriced.
Where does it get 6 rapid fire from?
I think he means to say that it has the firepower of 6 rapid firing gauss blasters. It has 4 gauss flux arc, each of them heavy 3. Each gauss arc is S5 AP-2 D1. That's 12 shots at the same stats as a gauss blaster. Hence 6 rapid firing gauss blasters. On top of that, it can fire 6 shots from the particle whip, resolved at S8 AP-2 DD3.
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punisher357 wrote: I still think the biggest problem in our codex is the overcosted units.
That's a huge issue with destroyers, flayed ones, and ghost arks. However, it becomes even more glaringly obvious when you look at the monolith, tesseract vault, or obelisk.
The ghost ark isn't overpriced. Try using it to bring back warriors. All it needs is like 13 successful rolls to get its cost back. And that's without it dealing damage or tanking hits.
So, the Monolith shooting at BS 3+ makes a big difference:
12 immortal shots worth (at 13"+) is worth 204 points on its own. Immortals bring the same save and 12 wounds for this cost, with only toughness 4.
6 strength 8 shots at AP-2 with d3 damage doesn't have a necron analogue that I know of. If we say, however that it is at least worth one Gauss Cannon equipped Stalkers in terms of firepower (it's probably better than just one, however), that is worth 171 points, ignoring Targetting Relay synergies. The stalker brings the same save and 10 wounds, with toughness 6, but also QS. Others have done the math craft on QS, but your rough and ready is that against Lascannons you have a 50% chance to have a 50% chance to save versus d6 damage wounds and a 33% chance to have a 33% chance to save versus d3 damage wounds.
So, ignoring teleportation and the anti-charge mechanic, you are already at >371 points of firepower on a more durable platform.
I like the monolith but if were being honest, it's not durable enough for our army.
With quantum shielding on all our other vehicles anything that can deal multiple damage will likely just shoot at the gigantic fire magnet the monolith is. And with enough focus fire and only a 3+ it doesn't take too many turns for an entire army's worth of anti-tank to kill it.
That said I'll still be trying to make it work and the increased BS makes it significantly better with the number of shots it has. It'll kill 1.5 more space marines now compared to before.
CthuluIsSpy wrote: Its still awkward to have a unit that really wants to shoot paired up with a unit that really wants to melee though.
Oh, I completely agree.
I think the problem lies with our HQs and their outdated weapon choices. Why can we not have a medium- or long-range weapon in addition to a melee weapon? Or, failing that, why can't all our weapons have some sort of ranged attack built into them? e.g. The Warscythe could have the same built-in Gauss Blaster that Pariah Warscythes had in 3rd. Hyperphase swords and Voidblades are 1-handed weapon, so the Overlord could easily have a pistol or something as well.
This just really bugs me.
punisher357 wrote: I still think the biggest problem in our codex is the overcosted units.
That's a huge issue with destroyers, flayed ones, and ghost arks. However, it becomes even more glaringly obvious when you look at the monolith, tesseract vault, or obelisk.
I think destroyers should have been closer to 50pts. Their damage output isn't enough to justify 63. And, whilst RPs are good for them, they suffer heavily from having no invulnerable save and from the myriad of weapons that inflict multiple wounds.
Punisher wrote: I like the monolith but if were being honest, it's not durable enough for our army.
With quantum shielding on all our other vehicles anything that can deal multiple damage will likely just shoot at the gigantic fire magnet the monolith is. And with enough focus fire and only a 3+ it doesn't take too many turns for an entire army's worth of anti-tank to kill it.
That said I'll still be trying to make it work and the increased BS makes it significantly better with the number of shots it has. It'll kill 1.5 more space marines now compared to before.
The fact that the monolith can start the game off the board makes this far less of a problem, I think. It will never die before it gets to shoot.
Punisher wrote: I like the monolith but if were being honest, it's not durable enough for our army.
With quantum shielding on all our other vehicles anything that can deal multiple damage will likely just shoot at the gigantic fire magnet the monolith is. And with enough focus fire and only a 3+ it doesn't take too many turns for an entire army's worth of anti-tank to kill it.
That said I'll still be trying to make it work and the increased BS makes it significantly better with the number of shots it has. It'll kill 1.5 more space marines now compared to before.
The fact that the monolith can start the game off the board makes this far less of a problem, I think. It will never die before it gets to shoot.
Yep. It should be able to drop in and blast off or at least weaken any anti-tank unit before getting shot at.
I like Monos now. Thinking of 2 of them plus a Doomsday could be a lot of fun and do the damages.
Just noticed that the terrain rules in the advanced rules section explicitly mention the Infantry type when listing up advantages.
This would mean that wraiths and scarabs don't get cover save in ruins unless 50% obscured and that they can't move through walls and floors of ruins like Infantry can. Seems odd.
Wraiths have a rule that let them move through walls, etc., but it would seem Scarabs are a little bones there (at least with their low profile they shouldn't be too difficult to keep obscured?)
The monolith puts out a solid amount of dakka now, about on par with its 130 point increase over a tesla tesseract ark with 2.5 more anti tank shots and 6 more anti infantry shots, but it has a major weakness with range. Its deepstrike rule is specifically 12" away to make sure the unit it poops out isn't then closer than the normal 9" deepstrike range but that means if the opponent has 12" worth of deep strike denial around what you want to shoot it won't be able to reach. With the monolith's size (about 6" across) and this punitive form of deepstrike, 2 enemy units can be about 29" apart and still be denying all the space in between them from the monolith, so it's not like only conscripts and artillery can do this. I'd put it at a C, good mobility, good dakka, easily played around, not a great replacement for the other B and A anti tank options unless you have a good plan.
torblind wrote: Just noticed that the terrain rules in the advanced rules section explicitly mention the Infantry type when listing up advantages.
This would mean that wraiths and scarabs don't get cover save in ruins unless 50% obscured and that they can't move through walls and floors of ruins like Infantry can. Seems odd.
Yeah as skoffs said, wraiths can move through easily, and scarabs are so low I'd say 90% of the time they would almost be untargetable in cover, wouldn't be able to see them
Punisher wrote: I like the monolith but if were being honest, it's not durable enough for our army.
With quantum shielding on all our other vehicles anything that can deal multiple damage will likely just shoot at the gigantic fire magnet the monolith is. And with enough focus fire and only a 3+ it doesn't take too many turns for an entire army's worth of anti-tank to kill it.
That said I'll still be trying to make it work and the increased BS makes it significantly better with the number of shots it has. It'll kill 1.5 more space marines now compared to before.
The problem with the monolith is you are paying for a lot of features, and if you aren't using them then it will come up short. Deep strike is a no brainer, unless you are using the deceiver (and maybe even if you are) you'll always get your money's worth out of that feature. The rub is the eternity gate, since your deep striking, you can't use it turn 1, which is fine, if normal rules for transport destruction applied. Instead if we lose our pseudo-transports all units in tomb world deploy count as killed, making the eternity gate too risky to use. Without the eternity gate it's a slightly beefier, slightly shootier doomsday ark that can deep strike and cost almost twice as much.
They've been making incremental changes and observing the results, like adding character to the CCB, and upping the BS of the monolith. I think we will see a change to tomb world deploy, coming in a not so distant update. If I ran the zoo it would be something like:
Emergency Teleport: If the last unit with the eternity gate or invasion beam special rules is removed from play while there are still units in tomb world deployment, place the remaining units on the controlling player's board edge, then roll a die for each model, on a 1 that model is removed as a casualty and can not be reanimated.
I think being placed at the back of the battle and emergency teleport casualties not being subject to repair protocols is a better balance for the flexibility provided by tomb world deploy. As it is the risk vs. reward just isn't there, especially with it not counting as disembarking from a transport.
The gauss flux arcs are heavy 3 so they're still fully effective at max range. If the unit you're pooping (why can't i stop saying pooping when referring to things coming out of the eternity gate) doesn't need rapid fire range either it's actually best to drop at the max 24" distance so you're harder to charge or rapid fire or half range melta.
torblind wrote: Just noticed that the terrain rules in the advanced rules section explicitly mention the Infantry type when listing up advantages.
This would mean that wraiths and scarabs don't get cover save in ruins unless 50% obscured and that they can't move through walls and floors of ruins like Infantry can. Seems odd.
Yeah as skoffs said, wraiths can move through easily, and scarabs are so low I'd say 90% of the time they would almost be untargetable in cover, wouldn't be able to see them
Ah yes, for wraiths moving through walls won't be an issue, though I'm not 100% sold on the scarab cover, they would need enough cover that for every single base only 50% can be visible, and them not being allowed to move through holes and windows in the ruin walls sounds absurd, while something like Bulgryns can move through just fine.
skoffs wrote: (also worth noting that at 12" away the Monolith will be outside of rapid fire range, making it even less effective on the turn it arrives)
How? All of its weapons are heavy, and you can't bring in a unit from reserves with with on the turn it arrives.
skoffs wrote: (also worth noting that at 12" away the Monolith will be outside of rapid fire range, making it even less effective on the turn it arrives)
How? All of its weapons are heavy, and you can't bring in a unit from reserves with with on the turn it arrives.
No you can't, because you can bring unit from reserves BEFORE the monolith moves, and the deep strike is used at the end of the movement.
The only way to have a sort of deep strike and bring units from the reservers is the Deciver.
skoffs wrote: (also worth noting that at 12" away the Monolith will be outside of rapid fire range, making it even less effective on the turn it arrives)
How? All of its weapons are heavy, and you can't bring in a unit from reserves with it on the turn it arrives.
No you can't, because you can bring unit from reserves BEFORE the monolith moves, and the deep strike is used at the end of the movement.
The only way to have a sort of deep strike and bring units from the reservers is the Deciver.
That's...what I typed? Yes, that is why you can't bring a unit from reserves when the monolith arrives.
skoffs wrote: (also worth noting that at 12" away the Monolith will be outside of rapid fire range, making it even less effective on the turn it arrives)
How? All of its weapons are heavy, and you can't bring in a unit from reserves with it on the turn it arrives.
No you can't, because you can bring unit from reserves BEFORE the monolith moves, and the deep strike is used at the end of the movement.
The only way to have a sort of deep strike and bring units from the reservers is the Deciver.
That's...what I typed? Yes, that is why you can't bring a unit from reserves when the monolith arrives.
skoffs wrote: (also worth noting that at 12" away the Monolith will be outside of rapid fire range, making it even less effective on the turn it arrives)
How? All of its weapons are heavy, and you can't bring in a unit from reserves with with on the turn it arrives.
Ah, yes, mistook them for Ghost Ark Gauss. Monolith Gauss is indeed Heavy 3 so doesn't have to worry about rapid fire range.
The non-drop pod function is a pretty big deal breaker, though.
Still not worth how expensive it is IMO (assume codex fix).
Hey guys. I am just wondering what units/model should GW "fix" before our codex is released ?
Heres my list;
Spoiler:
HQ
Anrakyr I think Anrakyr needs a <Dynasty> Because he lacks a <Dynasty> Keyword and is unable to be saved by Guardian Protocols meaning if he is buffing a unit of lynch giving them +1 A then how do we stop Anrakyr from losing damage from unsaved wounds that have gone through? Pts wise he all good I just want to make sure there is a way to protect Anrakyr with Guardian protocols. Seeing as they are advancing the Fluff they could add a way to make sure he is able to be protected by Lynchguard.
Destroyer Lord Compared to his 7th edition version he has been severely nerfed. He is a Destroyer and makes sense that he would buff all sorts of Destroyers but that fact that he is useless with all other types of Necrons is mind blowing. Even an Overlord or CCB can MWBD/WoC the Destroyers to +1 advance, charge and to hit but the D lord can only buff Destroyers. Even if he was able to let friendly Necron infantry units re-roll 1 within 6 inches of him would make him worth it as it could let you take the D lord over a Stalker. I may be wishful thinking but I do not field Destroyers that often anymore so now my D lord doesn't even see the table top as i would rather take the CCB for WoC rather then re-roll wound rolls of 1.
Vargard Obyron The Zahndrekh+Obyron Combo is a great combo to pull off as it lets you move Obyron and a friendly Necron infantry unit towards Zahndrekh but my good is it expensive. we are spending 320-330pts to allow 1 unit teleport towards another unit w/ a unit of infantry Necrons as backup gets crazy expensive really fast. I would like it if we could teleport Obyron and friendly Necron units from reserves as well. Because the combo is expensive it would be nice if Obyron was worth 131 instead of 151pts. He does allow to re-roll morale but he mostly going to be with a unit that wont be affected by morale due to our high leadership and low model count per unit.
Elites
Flayed Ones Tbh, I am quite happy with them in this edition I just think they would be better if they were 18pts per model rather then 21pts. it would be 90pts then for 5 FO and 360pts for 20 FO which Isn't all that expensive.
Lynchguard I think at 19pts per model is an okay price for what you get especially if using the Warscythe which puts the model to 30pt with +2 strg but if equipped with Sword+Shield It costs 37pts per model. So, for 5 it costs 185pts for average slowing-moving CC units that attack twice per model and only has a 4++? I do not think all that is worth 37pts per model. maybe 30 points (15 for model, 12 for the shield and 3 for the sword) per model would be better as it could then be 150pts for 5 models saving an extra 35pts for a Res orb or whatever. I would only pay for its current price if it was a 3++ with the shield or if there attack stat changed from 2 to 3. If I do use them it will only be with the Scythes.
Nightbringer I would love it if they could change his CC damage stat from D6 damage to D3+3. I usually always pick the Deceiver for my C'tan shards as in CC he does a solid 3 damage per unsaved wound while the Nightbringer does d6 damage for each unsaved wound. So, while D6 damage can do better I rather take the solid damage over a dice-rolled damage. But, if the Nightbringer had the reliable damage plus more it would make both C'tans a great elite choice.
Fast Attack Wraiths They are not as good as they used to be. Not at all. While keeping the 3++ and another wound they have only gotten worse. They used to be great at holding up units, destroying light-armour vehicles and holding objectives from enemies. now they last a turn or 2 if lucky and only do half they damage they used to. If we lose Canoptek Harvest and any ability to make the Wraiths more durable then we need some stat changes to make this unit the beast it once was. 1st, I would give it Living Metal to regain 1 wound per-turn, give them 4 wounds instead of 3, 4 attacks and let the Vicious Claws do 2D instead of 1D. It might sound like im hoping for a lot more then what they will actually get but they used to be our fast moving, durable, survivable killing machine and I wish they still were.
Destroyers + H.Destroyers 43pts per model before the weapon is WAY to much to be dishing out on Destroyers. Yes they have RP, Yes they get full wounds, Yes they can fly and so on but non of that matter if your unit of 4-6 Destroyers is totally wiped out and letting you have non of the buffs I just mentioned. In literally all my games the Destroyers are always targeted 1st. I have only been able yo use them twice since 8th has dropped. I think the stats are perfect ( I wish the Gauss was Heavy 3 tho and the Heavy Gauss was Heavy 2 but that might be to op) but the point cost for them is way over-priced. Destroyers are 63pts per model and heavy are 75pt per model. Does no one else think that is a bit expensive seeing as they are usually the 1st unit to be wiped out due to the damage they do to our opponents. Please GW, Make them 30pts per model and everyone would buy and field them. I would pay 50pt per Destroyer and 62 per Heavy Destroyer. Also, if we could field 2 Heavies per Destroyer unit that would make my day
Heavy Support Monolith YAY the Mono has finally been improved! It still cost way to much to field tho, especially for tournaments. I would only pay 381pts for it if it had these going for it 1; It deploy Necron infantry unit at the end of the movement phase so after you DS it in you could still deploy a unit of warriors, Lynch etc. 2; If it had Quantum Shielding. Its kind of heart breaking seeing a Mono take several D3 and D6 wounds while an Anni barge or Stalker can ignore it if we roll less then the damage. I think it needs some QS love otherwise its literally going to draw all of your opponents fire till it explodes. At the moment I would only field the Mono in tournaments if it was 320pts. Not having QS is a huge issue for the Mono, especially since its huge and hard to block LoS.
Transcendent C'tan It is literally the worst C'tan to pick. he stops enemy units from getting cover bonus which is nice but not 232pts nice when the Deceiver adds 1 to morale and the Nightbringer is a beast in CC and shooting. If he was like 210pts then he be an okay choice as there is probably a way to use his ability.... His CC damage is also D6 which I do not like due to the randomness of the roll. I have actually seen no one talk about him or use him so maybe that's a sign GW needs to fix him again?
Flyer Doom Scythe I feel the Doom Scythe should either have a rule to leave it shoot Heavy weapons without a -1 to hit or to let the Death Ray have a natural Heavy 3 instead of D3 if we always have to hit on a 4+ or worse. Would also be nice if the DS was 20pts cheaper just to make the difference between the Doom Scythes Death Ray and the Night Scythes tomb world portal for infantry units so both options are good.
Lord of War Obelisk The model is sound, good stats and gun profiles. I would like it though if both the Obelisk and Tesseract Vaults Tesla Spheres were strength 8 instead of 7 and damage 3 instead of 1. It is a big ass moving object that obliterate whatever is in front of it. Shouldn't its gun reflect that as Strength 7 isn't as strong as strength 8 and if i am paying 426 pts I would really want to make sure my model has enough dakka if not more. Also, maybe QS would be nice if not to OP but at 426pts it really should have all the bells and whistles.
Tesseract Vault For basically 500pts what do we get? Well, a model that can shoot all 3 C'tan powers or 1 power 3 times (confirmed?), with an okay toughness of 7 even though some LoW like Magnus are toughness 8 yet he has flesh and the TV is an ancient metal c'tan thingy that never dies... or, should never die... Again, if it's gun were stronger, did more damage, had QS and maybe 450pts instead of 496pts then maybe it would be field-able but atm for what it is its too much to be sinking 500pts of your army into.
These are all my opinions so please be open-minded about my thoughts and words.
If all of that came in, we would be very, very, very stronk me thinks. Warscythes need maybe a 'wounds on 2+ if VEHICLE', otherwise normal WS? Praets need their own character unit capable of buffing them. FO need a points decrease. Need more options in the book for mobility that are cheaper and easier to use than the current options. Bring back GoF's. It sorta makes sense for the D/Lord to only buff Destroyers, but give us choppy Destroyers then!
Automatically Appended Next Post:
vipoid wrote: Well, I'd like to see the recent RP change get reversed.
I mean its not so bad for smol squads, but for warriors and stuff above 10 models, you dont want to max out anymore, as your RP for battleshock is gone, but you want them still high enough to have bodies around to RP off..
Anyone do the math on optimal unit # for efficient RP?
skoffs wrote: The non-drop pod function is a pretty big deal breaker, though.
Still not worth how expensive it is IMO (assume codex fix).
I'd say it's on the bubble, it has wonderful alpha strike potential, it can soak quite a bit of firepower, and it would be a solid transport if it weren't for the issues with tomb world deploy. If they fix tomb world deploy, it would still be expensive enough that you'll have to build a list around it, but such a list might be competitive. Also any buff to the monolith's eternity gate and/or invasion beam is a buff to lychguard, who currently have no means of getting in close enough to be a reasonable CC threat, and lychguard need the love. GW has been pretty responsive to our problems, so if we raise awareness on it, we might see a fix. For completeness sake the two problems with tombs world deploy are:
1.) Does not count as disembarking from a transport, so the disembarking unit does not get to move after their 3" disembark. This runs counter to all other transports.
2.) The penalty for losing our night scythes and/or monoliths is too high, no other transport kills all people on board when destroyed. Given that we won't take more than one or two units that allow tomb world deploy, and none of those units will be used for first turn deployment, it just makes tomb world deploy too risky to use.
vipoid wrote: With regard to the Destroyer Lord, what if his aura was:
"Friendly Necron units within 6" reroll to-wound rolls of 1. Friendly Destroyers within 6" reroll failed to-wound rolls."
I don't see it happening. People are fething whiners about Necrons and the Destroyer Lord was one of those things.
Yeah, I just wondered if that sounded reasonable.
Generally rerolls are a special character kind of thing, so probably not on a regular destroyer lord. On the other hand I think it would be neat to get a destroyer special character or three, as they seem like one of the areas that could get a spinoff faction like homunculus covens. The other two being praetorians and canoptek faction.
skoffs wrote: Wraiths have a rule that let them move through walls, etc., but it would seem Scarabs are a little bones there (at least with their low profile they shouldn't be too difficult to keep obscured?)
Grimgold wrote: Generally rerolls are a special character kind of thing, so probably not on a regular destroyer lord.
Really? I thought it was a pretty standard thing for generic HQs.
Grimgold wrote: On the other hand I think it would be neat to get a destroyer special character or three
Honestly, I'd rather have a decent generic HQ. Frankly, I'm fed up of normal characters being crap and completely overshadowed by GW's ever-growing horde of Mary Sues.
skoffs wrote: Wraiths have a rule that let them move through walls, etc., but it would seem Scarabs are a little bones there (at least with their low profile they shouldn't be too difficult to keep obscured?)
I think wraiths had fly no?
scarabs on the other hand eh.
They do not, oddly enough. Just the beasts keyword which currently does nothing.
vipoid wrote: Really? I thought it was a pretty standard thing for generic HQs.
Reroll 1s yes, but reroll misses is master of the deathwing, master of the ultramarines kind of stuff.
vipoid wrote: Honestly, I'd rather have a decent generic HQ. Frankly, I'm fed up of normal characters being crap and completely overshadowed by GW's ever-growing horde of Mary Sues.
I'd say our HQs are decent, MWBD is a great buff and easily one of the best in the game. The lord's will is not as good but it's still on par reroll ones to wound, and the cryptek has two very useful auras that make him the envy of other armies. The only one that's shaky is united in hatred, and only because it affects two unit types instead of everyone. With the character keyword, the CCB is also pretty good, as it's a tougher, faster, and shootier version of the overlord, which is our best HQ.
Compared to the generic HQ of say space marines overlord is better than a captain, lords are on par with lieutenants, cryptek is arguably better than an than a librarian, and destroyer lord is worse than a chaplain despite the fact the D-lord could take the chaplain in CC 9 out of 10 times.
*Edit* Also the changes to morale inflicted casualties makes the praetorians stronger because they ignore morale all together.
I'd say our HQs are decent, MWBD is a great buff and easily one of the best in the game. The lord's will is not as good but it's still on par reroll ones to wound, and the cryptek has two very useful auras that make him the envy of other armies. The only one that's shaky is united in hatred, and only because it affects two unit types instead of everyone. With the character keyword, the CCB is also pretty good, as it's a tougher, faster, and shootier version of the overlord, which is our best HQ.
Compared to the generic HQ of say space marines overlord is better than a captain, lords are on par with lieutenants, cryptek is arguably better than an than a librarian, and destroyer lord is worse than a chaplain despite the fact the D-lord could take the chaplain in CC 9 out of 10 times.
I agree that our HQs aren't too bad in that regard (at least in the case of Overlords), but several armies are far less well off - with regular HQs that are completely overshadowed by SCs.
Hey everyone! First time posting, long time reader. Thanks for all the insight, I've done quite well with Necrons so far because of this forum .
I was wondering if anyone has any experience using Imotekh. I know he's pricey, but being able to do D6 mortal wounds to the unit of your choice within 48" seems very powerful. Especially so if you can combo this with the d3 mortal wounds from a C'tan. For example, playing against marines I often face Storm Talons and with a command point reroll on average you're at about 4 mortal wounds.
His shooting Is also pretty good against these fliers as he'll be hitting on three's and it's STR 6 which means wounding on 4's! Does anyone feels he's worth taking at 2000 points?
Imotekh is kind of meh, lord of the storm is basically a beefy smite that is once a game. His shooting is ok, but that's not really a reason to take him, since many units can do it better for cheaper. The parts where he is interesting is he can MWBD buff non-faction infantry, like praetorians, and he passively buffs flayed ones. Both of those require him to be on the front lines, which more or less requires the deceiver or tomb world deploy to make happen.
Overall I'd say he is too pricey for what you get, and his stats are a let down for being the head honcho of a faction. Most chapter masters would leave him in ruins, have better buffs, and to add insult to injury are cheaper.